Showing posts with label metagaming. Show all posts
Showing posts with label metagaming. Show all posts

Thursday, January 25, 2024

Describing PC Levels or Weapon with Pluses in-game

 In-game trying to find a way to describe to somebody a weapon or other item with bonuses, or a character level, was always weird. There were not many ways around it. You just meta-described out of game and that was that. At least it's what I did. 

As far as character levels it seemed easier to describe a magic-users. And I don't mean using the dumb names for levels like prestidigitator and charlatan or whatever. I would just have the mages guild use designations for members such as "Ah yes, Peldifferous is a "mage of the 7th circle" or something like that. Spell ability is a good in-world judging gimmick for MU's. For example the Mages Guild in my main city of Tanmoor restricts even the lowest tiers of membership to 4th level or higher (there can be some exceptions for third level, such as a glowing recommendation from a high-level member). Easy enough to test them by having them show proof of appropriate spell ability. I remember having to do this in a Skyrim quest and it was pretty cool.

Of course, some old school classes, such as druids and monks, had some non-spell ability level requirements there probably had to be martial tests for at later levels. 

For most other classes; fighters, thief/rogue or whatever, you had to abstract it a bit. How they perform their craft out in the field or what not. Reputation. 

Mr. Satan is an example of how 
imperfect the system can be.

But for weapons and items that give pluses I no longer sweat it. I've recently started just letting characters understand what the numbers mean. An amulet of Extra AC that is +1 is almost useless. But a +5 one is certainly something you want to count on in a big battle. A shield with such even more. A plus 1 sword is about the same as an exceptionally crafted one, but a +3 is decent magic. It makes a difference.

A character only needs experiment a little to understand its magical quality. "Hey, I think this dagger is +2." 

Any other abilites the item may have is another matter. However its done, identify spell or what not, I don't really like to spend a lot of time on more minor items. If they have some kind of meaning beyond a little help in battle, I spend more time on it. But "hey, it seems like it is maybe a +3 axe" and getting on with the game is usually good enough for my players. And a little metagaming sneaking in never hurt anybody. YMMV.

Cheers

Wednesday, June 10, 2009

Sticks & Stones


OK, it wasn’t my most played microgame of the late 70’s. That distinction probably went to Rivets. Hell, I think I only managed a couple of games with one of my buddies. It was a fun little game, with 10,000 BC dudes slugging it out with Mammoths, and each other, for supremacy of their area. You could choose for your session a hunting expedition, or maybe an attack on the opposing tribe across the valley. You could steal their goods, and their women. Good times, all played out in classic Microgame style.

I mainly mention the game because it inspired one of my many homebrew ideas to never reach fruition, namely, to do an entire campaign of my own design based on the time period. PC’s would be Cro-Magnon men, doing the type of thing Cro-Mags do. Just like in Sticks & Stones.

The system was a no-brainer. I would use a version of my Road Warrior rules, a set of rules I came up with for a short campaign that I ran in the early 80’s.

I think the thing that held me back and ultimately kept me from going ahead with a game was the fact that I could not decide between realism and fantasy. Should I do this straight, with no magic or fanciful creatures? Or maybe something close to it, but with perhaps with a touch of the supernatural. Shamans and perhaps solitary, primitive wizards came to mind. Maybe light touches of magic, or even a clerical or wizard type class players could play as.

I even considered a full on fantasy take, with dinosaurs alongside man, but supernatural monsters and demons, dragons and perhaps even Gods walking the earth. I even thought of having aliens in a spaceship get encountered at some point (The Barrier Peaks?). Yeah, obviously Land of the Lost had a lot of influence on me there, along with a certain amount of Edgar Rice Burroughs and the Marvel comic Devil Dinosaur.

By the late 80’s, I was running plenty in my D&D world Acheron, and also putting in lot of GM duty with Champions and Call of Cthulhu. Really, with these three games going as successful campaigns that went from the 80’s and well into the 90’s, I just didn’t have time to introduce another game genre to my players. Hell, it had been hard enough to sell my regular D&D folk on Champs and CoC (which they loved once they experienced them).

With all the great shows on Discovery and History Channels in the last decade or so, and movies like the recent 10,000 B.C. (I actually liked it for what it was), I still get stirred to try to get a “Sticks and Stones” type role-playing game going now and again. But if my group plays anything else but D&D for a break, it’s probably going to be CoC or Champs again. But a GM can day dream, can’t he?