In my posts here on HLG, I like to talk about theory of worldbuilding, or game design theory, or sometimes both, such as with settlement building. As much as I consider myself a world builder foremost, the ability to use game mechanics to evoke a “sense” of a world is something unique to tabletop, and so I enjoy exploring that design space. This time, I want to talk about “The Crawl”. The most common Crawls to my mind are Dungeon Crawls, Hex Crawls, and Point Crawls. There are better articles that define and discuss these concepts that you should read if you aren’t familiar, but I’ll briefly summarize a Crawl in the abstract. As defined in this article, a Crawl is a way to parameterize the game environment, and how players can interact with it. Dungeon Crawls are for navigating within a specific location, Hex Crawls for navigating a wider and more varied (but generally still thematic) area, and Point Crawls are more about abstracting at an Event level, rather than spatially per se. While not every tabletop RPG is trying to do Dungeons & Dragons-style Traditional Fantasy, often games in other genres are, from a design-level, doing very similar things to D&D. Alternatively, they operate in a more story-telling fashion where “The Crawl” may not be as prevalent or relevant (although I believe this distinction has more to do with dice probabilities than anything else, but that’s a separate topic). I recently published my first game as part of DREAMJAM on itch.io, Pixels & Platforms: The Platform Crawl RPG. I describe the game as attempting to simulate the feel of retro 2D platformer video games, implementing what I’ve called a Platform Crawl design. The game in its current form still needs lots of playtesting and additional content, and currently does not explain the Platform Crawl design as in-depth as I would like (although I’m expanding upon this in the devlog), but if you enjoy my articles, I would encourage you to give it a look! In this article, I’ll outline a few other concepts for unique Crawl designs. Try them out and let me know what you think, or share your own Crawl designs! 1) Environment Crawl This is mainly just a variation on the Hex Crawl, although it could be adapted to other kinds of Crawls as well. A fellow blogger friend of mine has started a cool series for a Wilderness Crawl. Essentially, it’s an old-school D&D-style hack, with fairly simple game mechanics, meant to gamify the difficulties of wilderness traversal. There are mechanics for stumbling, traveling at different paces, foraging, exploring through brush, etc., and he’s also experimenting with giving character classes unique abilities for wilderness traversal. With a rules-light system such as old-school D&D, this doesn’t even need to be a separate game as much as a bolt-on for an ongoing game. I think this kind of thing could really spice up a game, so that an Arctic Crawl isn’t just a Wilderness Crawl with another paint of coat, but actually has unique features the players must contend with. Even an otherwise “standard” Crawl, from a worldbuilding perspective, can be made unique and interesting, if the ways the players can interact with it is suitably unique and interesting. Just imagine an Oregon Trail tabletop RPG! Speaking of video games... 2) Video Game Crawl Pixels & Platforms would fall into this category, but I think there’s a lot more to mine with video game genres in tabletop than has currently been explored. The trick is in figuring out what makes a video game genre work, and how to make that work in a tabletop format. For instance, for most platformer video games, much of the fun comes from the real-time, “tactile” action of pressing the buttons at just the right time to make the jump or dodge the enemy attack. Trying to simulate that phenomenon exactly is unlikely to be as fun in a turn-based tabletop game, since the result is determined by a random dice roll or flat stats, rather than player skill per se. However, by creating circumstances in which the challenge is not about making the jump or dodging the attack, but about how to position yourself on the “Screen” to make the jump, and also avoid the attack, and also protect your party members, then it becomes more of a puzzle platformer-like challenge: a Crawl. The player skill is in the tactics, and the randomness from the dice rolls is something to be accounted for, not the core appeal of the game. In addition to the platform crawl, another video game crawl is the beat-em-up crawl. This would be a type of point crawl, where the emphasis would be placed on fighting relatively large numbers of mostly weaker enemies, who have the ability to swarm characters and knock them down, making them vulnerable. The crawl becomes more of a tactical positioning game, without necessarily being a complicated Warhammer-style wargame. Some of these ideas end up being almost more like board games, and if you really wanted to get wacky with it you could attempt to integrate an actual board game as the resolution mechanic (but that might be for a future article)! In any case, there are lots of video game genres, many of which may require much more thought, creativity, or hard work to make as a functional tabletop game, but I think designing these Video Game Crawls is a fun exercise in how to challenge preconceived notions of tabletop game design. 3) Combat Crawl I generally prefer rules-light systems with minimalist combat mechanics, where much of the variation is abstracted. That being said, whether in literature, movies, or video games, different kinds of combat can be evocative in different ways, and it’s worth exploring this in tabletop. However, rather than trying to create a really granular game, with very specific statistics for how every kind of weapon could operate, another approach is just to compartmentalize and gamify these kinds of combats into Combat Crawls. For instance, I’m currently running a campaign for the tabletop RPG Tunnels & Trolls, and as part of that campaign, I’ve developed a unique combat system for Dueling, for Massive Combat, and for Mech Combat. These rules aren’t intended to simulate hard physics of the world, but to evoke a certain feel. Dueling removes most of the random chance, playing out more like a game of Rock Paper Scissors or even poker, which to me seems evocative of a duel. Dueling could be integrated as part of a Western Frontier Crawl, or maybe even a Trench Warfare Crawl, which seems really well suited for tabletop (I’m surprised not much has been done with that). In the anime Attack on Titan, soldiers use “omni-directional mobility gear” to rapidly traverse environments and gain verticality to strike at the titular titans (giant humanoid monsters). The massive combat rules, in combination with some unique traversal mechanics, could make for a Scout Crawl. The logistics of traversal and maintenance with a mech could make for an interesting Mech Crawl. Unlike the other Crawls, this is about designing a combat conceit, and building the Crawl around that conceit. The RPG Deadlands also includes some unique mechanics for dueling and spellcasting, the latter of which actually plays out like poker, and a generalization of those mechanics for other systems could make for good Combat Crawl mechanics as well. All of this is to say that the intersection between game design and worldbuilding can and should be explored further. It is possible that some of these ideas just won’t work, or will require significant consideration and refinement, but to move the medium forward, we should be thinking about new ways to design games. In video games, there is a concept of ludonarrative dissonance, immersion breaking effects of a game and its story being at odds, such as a game where the “Hero” regularly goes on massive killing sprees. However, I think the idea of ludonarrative dissonance / consonance is just as, if not more, relevant to tabletop. I enjoy “story games” and rules-light systems that make it easier for me to tell a particular kind of story, but I also think that a game can be used harmonically with the world and the story. That being said, not every game is or should be like a Traditional Fantasy Dungeon Crawl, so let’s design some new Crawls! Max Cantor is a data engineer, whose love of all things science fiction, fantasy, and weird has inspired him to build worlds and design games. He writes a blog called Weird & Wonderful Worlds and hopes to spread his worlds across the multiverse of imaginations! He also published his first game, Pixels & Platforms: The Platform Crawl RPG, and would encourage you to give it a look! Picture Reference: https://img.itch.zone/aW1hZ2UvNDQ2Mzk1LzIzMTIyMzAucG5n/original/K%2FBtka.png Help support High Level Games at our patreon. Gamemastering is a hard job. Getting all the rules and systems in place and working at the table requires a lot of attention from you. But what if you’ve got that down? Have you figured out the game system and how to let that do your heavy lifting? Why stagnate with a good game? Once you’ve mastered the basic game, consider adding a few of these subsystems into the mix. 1) Random Encounters Walking around the grocery store today I dodged three kids, knocked a box off the shelf, and ran into two people I haven't seen in months. What do those things have in common? Nothing, just the everyday random occurrences of life. Having a scripted campaign can feel cinematic, but lacks reality of the day to day. Random encounters are most often thought of as extra combat encounters not related to the story, but they can be so much more. Random encounters can be role playing challenges, shopping trips, and side quests as well. These encounters can tell a story about the area your players are traveling in, the merchant Caravan bringing new goods from the west, the disenfranchised goblin tribe seeking a safe new home, or the copper dragon watching over her demanse. The best encounters speak to the stories in the area, and interconnect them with the players as they pass through. Random encounters can tell your story for you, nothing is worse for keeping attention than a large lore drop on the table. Telling the history of the Frong tribe of goblins being run out despite their efforts to make peace versus showing the players the result of the action of others (or theirs!) with an encounter will make the lore drop more interesting. Try to add a story to each encounter, why are they here, surely not just looking for a fight! Random encounters get a bad rap if used as a table of combat encounters, that why we'll apply some extra columns to our tables; reactions, motivations, and what are they doing are a few we'll look at. Using goblins as an example encounter, rolled by itself the payers are going to plan on mowing them over, but let's add on a motivation. Our table could include things like, remain hidden, find a location, find food, and safety. So instead of starting with a volley of arrows, the goblins may remain hidden or ask for help. a what are they doing table can include things like camping, recovering, praying, or trading. My favorite thing to use is a reaction table, basically a scale from angry to happy describing how those encountered feel about the party. An angry ranger or a happy goblin add yet another dimension to your encounter. You can just roll a d6 or get a bit more complicated using a weighted table. I like to use a higher weight for neutral reactions and the extremes for more, well, extreme reactions. Two ways to add weight to your rolls are increasing the range for higher weighted results or using multiple dice to create a natural weight to the results as seen here. Roll 4d4 Who Motivation What are they doing? Disposition 1 Goblins Remain hidden Making camp Grumpy/Violent 2 Raiders Find a location Recovering from an encounter Neutral 3 Merchant Caravan Find food Praying Neutral 4 Lost child Find safety Trading with (roll again) Happy/Helpful 2) Weather It's 100 degrees Fahrenheit outside and I don't want to be out in it, much less so with leather armor and a pack full of food and weapons! As detailed as the science is, weather can be random. As a science it makes sense, it's when you put that science into action that it turns into magic. Having a good weather table can reflect that. A good weather table will take into account region, season, and previous conditions. It will have entries that make it cold, mild, or extreme and have varying precipitation incorporated as well. Like everything else in this list verisimilitude is your primary gain. Describing your setting’s backgrounds, such as weather, scents, and sounds bring your players into the world, adding to the tables immersion. Weather can affect every part of adventuring; making travel more difficult, adding dangers to caves and ruins, and further complicating combat. Making fictional characters lives difficult will make great fiction; adversity brings drama. While most things should be used sparingly, weather can be used every game day! Nothing adds to the intensity of travel like extra time to get to your destination costing you at the least more rations and at the most watching the doomsday clock tick ever closer. Weather can add time to your campaign, adding a week long storm and a stormy month can kill the urge to adventure in the wilderness. This is where downtime comes in to play, pushing the clock forward can make the game feel more real by extending the leveling over months instead of weeks to level twenty. It doesn't have to be mechanical, just describing the humid plate armor, or the thief's smelly leathers can bring lowercase drama into your game. 3) Encumbrance Encumbrance is the management of weight and movement for a character. It's also one of the first dropped rules in many games, mostly because of the complication and accounting of every little item. This was a big part of the simulationist rules in early Dungeons and Dragons, the wilderness was a dangerous place and hauling all your loot back from the dungeon was a big part of the game. Keeping track of who was carrying what, hiring porters, and paying for wagons and guards was very important in low level play. Back then, mortality was high and levels were hard to come by, keeping players at low levels for longer. As newer editions made high level play more likely and faster to get to items like bags of holding, magic carpets, and portable holes made toting treasure around far easier and encumbrance less necessary. Encumbrance adds to the verisimilitude of the game and to the length of time spent in dungeons. Clearing a dungeon in one go is difficult if all the treasure is large or in copper coins. This can also give players something to spend their cash on. Porters, money changers, caravan drivers, and, of course, guards all add a money sink that modern D&D just doesn't have. The 5th edition of D&D has two versions of encumbrance, both of which entail adding up the weight of all the items and comparing them to a number based off of your strength. Tedious. This can be alleviated by using a digital sheet like D&D Beyond, Roll20, or MorePurpleMoreBetter's character sheet (if you can still find it). Some of the second wave of OSR (Old School Rules) games did away with minute calculations and went more abstract. Lamentations of the Flame Princess gives you a number of slots based on your ability scores, while the upcoming Ultraviolet Grasslands uses sacks of goods based on number of adjectives used to describe treasures. No matter what you choose, make sure you have the buy in of your players. Also remember that just because you can lift it doesn't mean you can find space to carry those four statues. Adding a few of these subsystems can add great verisimilitude to your current game. My advice is to drop them in one at a time spaced out so the players get a chance to take a look at and get used to them, encumbrance will be the hardest to add in. What are some of the systems you use to add realism to your games? Let me know in the comments. Richard Fraser has been roleplaying since the early days of Dungeons and Dragons and started with the red box in the eighties. He currently prefers to DM fifth edition D&D, though reads a lot of OSR and PbtA. He currently has podcast, Cockatrice Nuggets and maintains a blog at www.slackernerds.com, and recently started a Pateon. Picture Reference: https://funnyjunk.com/channel/dungeons-n-drags/Random+encounters/dRlRMqE/ Over the history of tabletop RPGs, there have been various game design and creative movements, along with critical theories about how to think about games and game design. While I’ve always found these movements and theories to be useful ways to think about roleplaying as a whole, I’m increasingly less convinced that these things matter. RPGs are sometimes described as having “narrativist” mechanics or “gamist” mechanics, but what does that even mean? How much does that really matter? I argue that while they may be useful framing tools, they don’t necessarily affect RPGs as much as, or in the way that, gamers often think they do. There’s nothing wrong with having a preferred game; I’m not here to criticize what you’re doing. I’m just saying, let’s think outside the box and challenge the common wisdom.
1) Authorial Intent vs. Reader Response One argument for a “narrativist” vs. “gamist” way of thinking about RPGs, is that the game designers themselves often use these terms to describe their games. Books that use the FATE RPG tend to focus on framing scenes, simulating the feel of a genre, and focusing on character arcs and conflicts. On the other hand, games like D&D, particularly old school D&D (aka old school renaissance, or OSR), focus on dungeon crawling and deadly encounters, playing out more like a puzzle or challenge than dramatic storytelling per se. But what really differentiates these games? In D&D, you have a set of physical and mental attributes which give you modifiers to a dice roll, usually a d20. Depending on the version of the game, you maybe have some skills, and some special abilities usually oriented around combat. In modern D&D such as 5e, rolls tend to be emphasized more since characters are more granular, whereas OSR generally discourages rolls and keeps the game rules light and loose. I’ll explain more about the effects of quantity vs. quality of mechanics in a later point, but because of their comparable mechanical depth, it makes more sense to compare OSR and FATE to demonstrate my current point. In FATE, you have a skill pyramid that gives you modifiers to dice rolls that are often (but not always) oriented towards combat or action, stunts with additional modifiers and aspects, a sentence or so each, which can be invoked with FATE points for additional modifiers. Ostensibly aspects are better for “narrativist” play because they encourage the GM and players to think about the characters and the environment, and how they interact, in a way that lends itself to character development and cinematic action. I agree that this overt framing of the mechanics does make dramatic storytelling more salient, but it’s not actually the aspects that matter here. It comes down to dice probabilities, something I’ve discussed before. A d20 has a wide range and uniform distribution, so there’s high variability in whether a roll will succeed or fail. However with FUDGE dice used in FATE, there is a narrow normal distribution (bell curve), centered at 0, meaning the roll will have less variability, or in other words be more predictable, and thus even small modifiers (like the +2 you get from invoking an aspect) have a large impact. The motivation for invoking the aspect is that the modifier may be the difference between a near-certain failure and a near-certain success. In OSR, the motivation to be ingenious and “gamist” is because there is high uncertainty in the dice and few powerful character abilities as in D&D 5e. Both require ingenuity, i.e. “how do I solve this problem” or “how do I invoke this aspect.” The fact that one happens to encourage dungeon crawling ingenuity whereas the other happens to encourage narrative ingenuity is totally incidental with reference to the mechanics of the game itself. One could just as easily use D&D mechanics to do a socio-political “game of thrones,’ or use aspects to represent character combat classes or equipment loadouts. The “just as easily” part is critical here, but I’ll get back to that when I discuss DIY. All of this is to say, regardless of the designer’s intent, or how the rules are described in the book, you can translate the mechanics into a shared language of probabilities, and once you do that, you see that it really has nothing to do with “narrativist” or “gamist” mechanics, but about probabilities. 2) Culture And Preconceived Notions Related to the above point, cultures have formed around these games. While you should not make absolute assumptions about anyone, probably if you are reasonably aware of the greater RPG scene, you have some sense of what OSR gamers are like, as compared to FATE or Powered by the Apocalypse (PbtA) gamers, or modern D&D or Pathfinder gamers. This creates a feedback loop, where a game is designed for a specific audience, and the game or the mechanics of the game become associated with that audience, and that game becomes more associated with that culture, regardless of whether it is actually true that that game is better suited for the interests of that culture. This is why OSR games tend to be about dungeon crawling even though you could apply the same framework to a more social or dramatic scenario, and why FATE encourages aspects to be about character or plot when they could just be another way of simulating the physics of the world (a topic for another post), even though the vehicle of differentiation between the two in practice is just the probability distribution of the dice. The trajectory of D&D 5e in particularly is an excellent case study in how an RPG and the game culture around it interact. On a basic logistical level, 5e tried to streamline some mechanics, but at its core it’s not so different from D&D 3e or Pathfinder. However, the designers chose to use language intended to attract narrative gamers, placed greater emphasis on inspiration points as a “narrativist” mechanic, and then the actual play series Critical Role happened (along with the general explosion of actual plays). Despite the fact that D&D 5e is not what most people knowledgeable about the state of RPGs would consider a “narrativist” game, to many people whose only frame of reference are the official D&D 5e books and actual plays such as critical role, storytelling is what D&D is about. And while arguably the quantity and granularity of mechanics may sometimes get in the way (a matter I’ll talk about next), they seem to be doing quite all right. If the group lacks experience with collaborative storytelling, a game like FATE might be better at teaching them how to play dramatically, but on the flip-side, if they already know how to play dramatically and tell stories, mechanics like aspects might not be necessary for them from a storytelling perspective anyway, in which case, as previously stated, they’re really just a dice probability “gamist” mechanic. 3) Quantity vs. Quality I should start by stating my own personal bias here, but I am generally a believer that when it comes to tabletop RPGs, less is more, and I generally dislike modern D&D. That being said, I actually played in a D&D 5e one-shot recently, for the first time in a long time, and enjoyed it more than I expected to. Coincidentally, I’ve been trying to deconstruct my thoughts on D&D 3.+ games (D&D 3e, 3.5e, 5e, Pathfinder, etc.), which I’m somewhat attempting to do here, but I’ll start by explaining my current thoughts on these kinds of games. Monte Cook, one of the lead designers of D&D 3e, and the designer of Numenera and Cypher System, which is one of my favorite settings and hands-down my favorite system, has stated that he believes that 3e failed in certain critical ways, and that Cypher was an attempt to address those failings. If you take umbrage with this, see my first point about authorial intent vs. reader response! In any case, his claim is that D&D 3e added more mechanics to the game in order to minimize “rulings” that the GM would have to make (see my next point on DIY for more on that!), making the game easier to run. However, in practice, it was impossible to have a mechanic for every possible edge case, and instead the game became bloated and overly complicated. Additionally, I am of the opinion that when you have so many granular mechanics, you aren’t defining what characters can do, so much as you’re defining what they can’t. As soon as there is a specific mechanic for some kind of combat maneuver that monks get at level 5, it means that nobody else can do that thing, because otherwise a level 5 monk loses its value. It becomes subtractive, rather than additive. So what does all of this have to do with the theme of this post? Well, I think that quantity of mechanics ends up being a bigger differentiator between systems than “gamist” or “narrativist”. It’s a cascade, this is (part of) why homebrew and 3rd party content is often maligned amongst D&D 3.+ gamers; it’s really hard to change these games without it inadvertently interacting with some other obscure mechanic and totally breaking your game. Importantly, I think it can be done, it just comes down to understanding the mechanics and being creative. You can treat race mechanics as a bonus package of stats, and make actual character race flavor. You can re-flavor a druid as an alien science witch, a fighter as a samurai, a paladin or eldritch knight as a power-armored superhero; you can spend inspiration points to do that cool combat maneuver even if you’re not a level 5 monk, or just do a regular attack and describe it as a cool combat maneuver. It’s only less suited to alternative styles of play because of the sheer quantity of mechanics. Swap your d20 for FUDGE dice and give your players lots of inspiration points, play creatively and take the mechanics as abstractions rather than physics simulations, and D&D 5e isn’t so different from FATE after all. 4) DIY Several of my points have amounted to “Do-it-Yourself”, sometimes called hacking or modding. One could argue that because any game can be hacked, it’s meaningless to say any game can be like any other game if you hack it. The same person might argue that just because a game can be hacked to be more like another game, doesn’t mean it’s well-suited to that kind of game. To this, I have two counterpoints: First, at least in regards to OSR, FATE, and PbtA, DIY isn’t just an option, it’s a core feature of the game! The defining characteristics of OSR amount to a whole topic in and of themselves, but one of the core tenets that most people agree on about OSR is that it’s about “rulings” over “rules.” Literally baked into the philosophy is that the mechanics should be left flexible and open to interpretation. This is, I think, part of why there have been so many DIY projects in the OSR space. I’m sure there are some people who play Original D&D strictly rules-as-written, but at least in the OSR space, most people are hacking the game anyway. Likewise, FATE encourages players to create their own stunts, practically demands they create their own aspects, and provides plenty of space in the core book explaining how it can be hacked, whether creating a unique skill-set, or bolting on entirely new mechanics. PbtA games are all basically just hacks by definition. Second, among the examples I’ve given for how to make D&D more “narrativist” or how to make FATE more “gamist,” these hacks (if they can even be called that) are no more difficult to implement than any others, and the game is no more or less functional for it, just different. Dungeon World is basically just a hack of OSR with PbtA mechanics. It would be mostly trivial to swap a d20 for a 3d6, 4d6, or FUDGE dice to make it more deterministic, and giving OSR FUDGE dice is no worse a “narrativist” game than FATE. Likewise, give FATE a d20 or regular 4d6 or 3d6, and make the aspects character classes or equipment kits rather than personality or narrative traits, and you have a game that can be played just as “gamist” as OSR. Wrapping this all up, I’d like to say that I recognize that I’m being very reductive and glossing over a lot of particulars with this critique. Anecdotally, I have found that because I have a strong personal gaming philosophy and style, my games tend to play out similarly regardless of what system I use. Depending on the GM or group, maybe swapping out a d20 for FUDGE dice in D&D or swapping out FUDGE dice for a d20 in FATE doesn’t have the same effect at your table, and that’s ok! My hope is just that this encourages people to think outside the box of what a game can be, and how to modify games conscientiously. It’s useful to understand authorial intent, to be aware of the broader culture and history, but I don’t think we should limit our interpretations of games, or mechanics, or personal play styles, to the preconceived notions and common wisdom that has developed over time. If you have other controversial or atypical ways of thinking about tabletop RPGs, please share your thoughts! Max Cantor is a data engineer, whose love of all things science fiction, fantasy, and weird has inspired him to build worlds. He writes a blog called Weird & Wonderful Worlds and hopes to spread his worlds across the multiverse of imaginations! Picture Reference: https://www.drivethrurpg.com/product/199567/High-Fantasy-Magic-A-Simple-Magic-System-for-Fate-Core--Accelerated |
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