Showing posts with label roleplaying. Show all posts
Showing posts with label roleplaying. Show all posts

Friday, November 14, 2014

Percent Liar

(That's Lying Cat, familiar to fans of the comic Saga.)

I was looking at Arduin for a completely different post idea, and it always brings me back to the funniest statistic in that book: % Liar. Early printings of OD&D put this instead of % Lair. Rather than go along with the errata, Dave Hargrave made this a statistic of its own. The Air Shark, the first monster in the list, has a % Liar of "Too stupid to." And that, my friends, is Retro Stupid.

But % Liar is an interesting idea for a social mechanic (the kind of thing people always say OD&D doesn't have, even though it does). It fits with the aleatoric approach to the game, where random chance is allowed to determine certain key factors. Having a % chance that a monster will lie to you is a perfectly reasonable mechanic given the way that Contact Higher Plane has a veracity percentage to determine whether the result is true or not.

What interests me is that it creates an expectation that some monsters will be more trustworthy than others. Say a goblin has a 50% liar rating while a gnoll has a 30% rating (using the actual % Lair column just for a moment). The trustworthiness of the gnoll is an interesting bit of setting-building. What is it about gnolls that makes them less likely to lie? They are considerably more reliable than a coin flip, which is what the goblins are, but there's still a real chance that listening to them will land you in hot water sooner or later.

There's even a sort of gambling aspect that could emerge from this; once PCs find a particular monster is fairly reliable, they could try to tap the well just enough, pressing their luck that this won't be the time the liar dice come up against them. The lies can also be subtle twisting of the truth, like the rumor about a trapped maiden in Keep on the Borderlands that is designed to trick PCs into "rescuing" the medusa.

This would work well with a two-column rumor table, where one side is true rumors and the other is false, misleading ones. Say a goblin has a 50% chance to be lying; you can roll it organically. If you roll a 1-10 on a d20, you check the corresponding entries on the "lying" table. If you roll 11-20, you check the "truth" table. Gnolls only check "lying" on 1-6. This lets the referee make the lies more varied; for instance, lies 7-10 might be more outrageous, as creatures prone to lie more often will have a tell. So lying rumor 6 might be that the room beyond the statue is empty, when it's actually an ogre's lair, while lying rumor 10 might say it is a dragon's lair.

NPCs could also have a % Liar. We could base it on their alignment; Lawfuls may only have a 5% chance, while Chaotics could be 40% or higher. In general it seems apt to align the percentage to alignment without getting totally out of hand, thus giving a game use to alignment aside from the ever-controversial alignment languages.

Obviously this system places a bit more of a premium on magic and items that help to detect lies versus truth. Finding out about the reputation of various creature types is also a highly useful piece of knowledge, as detailed above. If players know that it is more useful to negotiate with gnolls than goblins, it adds a new strategic dimension when they encounter the more "honest" creature type to parley instead of fighting.

Sure it's a typo, but why not ride it out and add an interesting dimension to D&D?

Wednesday, October 8, 2014

Diplomacy, D&D and Roleplaying

If you've never read it, it's worth going through Mike Mornard's question & answer thread on the OD&D forum - Klytus, I'm bored. Not just because I asked a bunch of the questions, but generally because it gives a good feel for how D&D worked when Gary ran it.

When I asked Mike about Diplomacy, he responded with this:
I played a bit of Diplomacy. More importantly, though, Gary and some of the others played a LOT. It shows in the role playing system of OD&D. There are those who say "there was no role playing in OD&D because there are no rules for DIPLOMACY or BLUFF or INTIMIDATE," etc. But in fact it was full of role playing and negotiation, just like Diplomacy. And like Diplomacy, if you wanted to Bluff, you BLUFFED. If you wanted to make a deal, you MADE A DEAL. Et cetera.
Later in the thread, he describes Gygax's NPCs:
Pretty much everybody. If you search online you can find Gary's story "The Magician's Ring." "Lessnard" is me, and yeah, that happened. That was pretty typical... his NPCs were greedy and opportunisitc to a fault.

Then you had more mundane stuff like blacksmiths covering swords with luminous paint and selling them as magic swords, and "angry villagers" keeping you from getting your money back.

Truthfully, his NPCs went beyond "will screw you if it profits them" to "will screw you unless not doing so profits them a lot."
You can find "The Magician's Ring" at Greyhawk Grognard, and it's as Mike describes. Now, I want to posit that the two quotes above are intimately linked. Diplomacy is a game that is infamous for its maneuvering and treachery, where making deals and then stabbing a partner in the back are the best strategy to win.

When you consider that many of the pioneering roleplayers were Diplomacy players, their style of roleplaying becomes much clearer. As I said in my last post, negotiation is a key aspect of dungeoneering in early editions as written, but was all too often overlooked in favor of the expedient of simply fighting.

The best evidence of this is B2 Keep on the Borderlands. Here is a scenario right out of the many Diplomacy variants: each humanoid group has its forces, every group can pretty easily kill the PCs, but with careful negotiation they can play one against the other. You could run an interesting Diplomacy-type game where each player takes the role of one of the faction leaders and tries to take on the other groups. There's also the cleric and his followers, who go along with the "backstabbing hireling" motif that we saw in "The Magician's Ring."

There's a tendency, particularly in America, to see diplomacy as something "soft," something you resort to when you can't get your way by brute force. Gygax had a keen sense for it, though, and understood it much better. I'm reminded of a podcast where Dan Carlin talked about how the ancient Romans viewed diplomacy as an offensive weapon. Done properly, you can disorient or even eliminate enemies without fighting them yourself.

I think this view of roleplaying has a lot to offer. If you play old school D&D as written, with the reaction table and hireling loyalty and so on, elements of it will come out naturally. And it offers a fun, playable alternative to people who think of role-playing primarily in terms of melodramatic play-acting.

Monday, September 23, 2013

The roleplaying in old school RPGs

Apologies that my postings have slowed down lately. I've been doing some work on non-blog gaming projects and most of my game writing time has gone toward that lately. Unfortunately for the blog that may continue for a while.

In the games I've run in 2013, I've found that roleplaying is often a stronger suit of old school gaming than I think people give it credit for. Mostly people think of roleplaying as "something you do in town," or areas where players engage in amateur dramatics. I've had that, sometimes to good effect as players get advantages (like getting on the good side of an NPC, or indeed the bad side). But it's viewed as kind of peripheral to the main event, something you do if you have time.

But that's not how older D&D is built at all. It's a game that encourages roleplaying in crucial ways that really make an impact on the game. The structure I like best is how it's built in the OD&D rules: players make offers to the monsters and the referee makes a reaction roll to see if the offers are accepted.

It's not just "roleplay it out" - this is a set of concrete rules that is built to handle the roleplaying interaction between PCs and monsters. And it does it well, encouraging prolonged negotiations - 6, 7 and 8, the most common rolls on 2d6, are "uncertain" and call for more discussion. Higher Charisma PCs get bonuses, and good or bad offers result in adjustments to the roll.

The impact of the 6/7/8 "uncertain" rolls really encourages some creativity. PCs who are trying to pull one over on monsters or get them to join have to think on their feet as they are met with skepticism or confusion. Good rolls might be "blown" on a relatively simple offer such as "don't attack" to initiate a truce.

Other parts of the simple OD&D rules play into this. For instance, the language rules - which unfortunately gets toned way down in Moldvay - put players in the boat of strategic choices about what monsters they may face in the future. Magic-users, particularly in OD&D and Holmes where there is 1 language per point of Intelligence over 10, should be strong polyglots and useful negotiators.

In practice, this form of roleplaying is crucial in older D&D. Since combat is a failure state, it becomes critical to avoid combat whenever possible. Good roleplaying (defined as making good offers to the monsters) gets a material bonus in not having to fight and risk resources. Smart players are ones who bluff, bully and negotiate their way through a dungeon rather than rolling the dice and hacking their way through. That seems entirely fitting within the literature that inspired the earliest games.