a blog of short and medium length ttrpg thinking posts

Sunday, March 29, 2020

infancy among the hidden folk


What can be said of the infant years of a people to whom a year is like a day, and a generation like a watch at night? One thing that can be said is that this time is not passed as the infancy of a mortal: red, screaming and tiny.

Or rather, we should say that their the infancy shall not be like that unless their adult years will be so as well.

Just as a death of long years is a stranger to them, so too the hidden people are strangers to the womb. Like a clap of lightning they are born of the need of a moment. Most are never more than a moment's being, dancing one step of the great dance of creation.


An staying-elf, however, must be nursed. They are nursed not at the edge of a breast but at the edge of consciousness (both their own and that of others). Like a dream or a figment they filter in and out through long years, generations of life. Perhaps they kiss the moors with the morning dew, or perhaps they wax with the young planted oak, or perhaps they reckon the days by the cutting of a persistent stream through hard rock.

In this time, they say the fair folk have no memories; this is a foolish lie. Even as a mortal infant cannot remember one day to the next but learns to distinguish faces, tongues, voices one from the other, bugs, hobs and nickers are have familiarity with the created things. What they lack is history. They cannot tell the story of their own origin (or indeed, follow a story told). They live an undifferentiated now to which a twisting cord loops ever back out of an impersonal never.

Those that know humans in their childhood often take descendants for ancestors or ancestors for descendants. A score or more of parents and children may wander in and out of now of the young nisse, all the same to them. Because they can be confused greatly by this, and because it is said that too much talking makes the hidden folk old before their years, some of fair adults try very much to prevent grown mortals from congress with inchoate fairies.

Mortals cannot remain ever in their infancy: not so the hidden folk. Theirs is an childhood that need never be touched by adolescence or death. Yet some of them do emerge from the liminality of their youth into an adulthood. Personalization can be slow or fast from an outside perspective, like waking from a dream on the one hand or dredging about for a memory deeply buried in the preconscious on the other.

And yet it is rare to find a mortal at the end of their short years with the easy, practiced ease of an immortal at the beginning of their long ones. They come out of their adolescence with the familiarity of two, or a dozen, or a hundred lifetimes of beholding each speck and stone and living thing in the pure immediacy that is granted to most mortals to see but a moment in each busy year if they are lucky.

The baffling patience of an elf at rest comes not from the ambiguity of their end, but the indefiniteness of their beginning.


For the immortal, "adulthood" is a trap, a net they spun out of stories and in which they have caught themselves. Loquacious or mum, you'll not find a fairy who is incautious with words. Perhaps if they find or forget the right word, they'll be able to slip the net.

Then again, perhaps not.

Wednesday, March 25, 2020

dice pools

Postulated: dice pools are fun. It is fun to adjust the number of dice you roll. It's scary to face a roll with fewer dice than usual, and feels great to roll a huge fistful.

Postulated: forgone conclusions are not fun. If you know before you roll the dice that there's no way to get a certain outcome, why roll?

Proposed: this is why people don't like taking sums of dice pools.

The fact that the floor of the sum of a dice pool shifts is problematic in a different way than that the peak of its bell curve shifts or than that its ceiling shifts. Look at the probability of rolling a certain sum or greater on 1-4 dice:

#1D2D3D4D
1100.00%
283.30%100.00%
366.70%97.20%100.00%
450.00%91.70%99.50%100.00%
533.30%83.30%98.10%99.90%
616.70%72.20%95.40%99.60%
758.30%90.70%98.80%
841.70%83.80%97.30%
927.80%74.10%94.60%
1016.70%62.50%90.30%
118.30%50.00%84.10%
122.80%37.50%76.10%
1325.90%66.40%
1416.20%55.60%
159.30%44.40%
164.60%33.60%
171.90%23.90%
180.50%15.90%
199.70%
205.40%
212.70%
221.20%
230.40%
240.10%

The floor moving is bad because it creates forgone conclusions by opening gaps in the outcome range of the smaller dice pools. It also creates them by shifting the 100% to outcomes that had previously not been 100%. We don't see either of those problems when we subtract the number of dice rolled from the sum:

#1D2D3D4D
0100.00%100.00%100.00%100.00%
183.30%97.20%99.50%99.90%
266.70%91.70%98.10%99.60%
350.00%83.30%95.40%98.80%
433.30%72.20%90.70%97.30%
516.70%58.30%83.80%94.60%
641.70%74.10%90.30%
727.80%62.50%84.10%
816.70%50.00%76.10%
98.30%37.50%66.40%
102.80%25.90%55.60%
1116.20%44.40%
129.30%33.60%
134.60%23.90%
141.90%15.90%
150.50%9.70%
165.40%
172.70%
181.20%
190.40%
200.10%

This also makes the tiers of possible outcomes go up by 5s which is a lot easier to deal with mentally than going up by 6s (unless you're Count Rugen).

a modest proposal

Take the sixes off your dice and replace them with zeroes. Boom, done.




Tuesday, March 24, 2020

ranks and tiers

rule

You advance first with ranks, then with tiers. Ranks improve a skill or add a new one or small stuff like that. Tiers give you big stuff: templates, dice, etc.

To gain the next rank, earn [x] experience points. (Alternatively, everyone gains a rank every session that they make it through. Or accomplish something meaningful in.) Your tier depends on your rank:

Ranks Tiers
0 1
1-2 2
3-6 3
7+ 4

why?

Standard character advancement has a logarithmic pace (which sometimes tapers off or sometimes gets smoothed out, but let's stick with the logarithmic part); the amount of experience needed to reach the next level is as much as you needed to get where you are over again. That means that your level is essentially a logarithm of how much experience you've had so far.

There are some very good things about this. It means that a character who joins later will probably catch up to your level minus one by the time you gain another level. That's neat.

What's less neat is that if amounts of experience don't inflate, you need to put exponentially more time into a game in order to get the new stuff. Everyone likes the new stuff (that's why we have advancement mechanics at all).

The idea here is that you gain dice (big chunky numerical advancements like hit dice) and templates (new game-changing abilities) at a logarithmic pace. Don't inflate experience rewards (or use one of the real-time based awards). Instead, you parcel out little things. Improvements to the skills you've been using. Maybe a new spell. Maybe you learn how to use that weird new weapon you found. Nothing game-changing but something to keep you coming back.

Why does this level off after 7? It doesn't have to, but four tiers should be enough to take you out of that basic starting-out mode of play. You could have advancement level out there, or open up new options, but I'd have the mode of advancement change significantly.

whoami

I'm frustrated by not being able to weld together my notes into coherent games without taking them back to the drawing board every couple days, so this blog is a place for me to write notes to myself over time and maybe something will come together later or maybe not. Maybe, serial project abandoner that I am, I'll abandon this blog too, but let's see.