Wednesday, 30 January 2013

Dungeons & Detectives

GUMSHOE-like rules for AD&D, which are far more rough and poorly thought out than the excellent Lorefinder. As I ponder running AD&D again for the first time in very many years I find the lack of a skill system, particularly knowledge and research skills, a bit daunting. Recent de-motivating experiences with skill rolls in the otherwise excellent Dark Heresy make me favour GUMSHOE style never roll points pools, and it’s a relatively simple idea. Player characters with a particular skill never need roll to receive information from the GM that pertain to that skill. Initially to an old-school gamer this might seem bizarre. Why not just read the wholegoddamn scenario out to the players, why don’t you? Gah.

But actually the art of figuring out things isn’t in the rolling of dice but knowing to ask the right question. And GUMSHOE adds an additional level of decision making, as you spend points if you believe there is more to known about a subject than just the base line given to you, and you have limited points.

So for example, until the Identify spell came along in Unearthed Arcana, it was difficult to know as a PC what magic items did and as a GM it was always a little awkward to manage them unless you were very meticulous. However, say we have a character called Thego the archeologist-duelist and who has 5 points in History. Upon finding what appears to be a magical sword he examines and, suspicious that there is more to meet than meets the eye about this weapons spends 3 points. The GM reveals that yes, the sword may well be the fabled Nailbiter, created by the ancient war-wizard Thanazdul for his henchman to battle against the Golem foes of his rival. The sword was past from father to son for many generations, as Thanazdul extended his life by necromatic means and retained the services of the henchman’s family. It was lost some 300 years ago, stolen by a band of Ogre mercenaries. The sword has a minor enchantment (+1) against most foes, but against Golems and constructs it is immensely destructive (+4).

The GM decided that the baseline (no spend) would reveal the sword is indeed unusually ancient, 1 point would have revealed the swords name, two points that it was created by Thanazdul and passed onto his henchman and that it was designed for use against specific foes and 3 points revealed that the foes were Golems and constructs. If Thego spent 4 points the extra point would have been wasted.

It’s important, vital in fact, that information that the players absolutely must have to continue the story can be revealed at the baseline. Further points can give more background and flavour in these cases but you shouldn’t hold up the flow because someone didn’t spend or have enough points.

Now that the points are spent, how do you refresh the pool? It’s between the GM and player to come up with interesting refresh opportunities, but Thego might for example spend the evening talking to a sage in a tavern or an afternoon in a old library and the next day wake with a refreshed pool.

One final optional extra, specialization. PCs can specialize in a particular area. This means that they spend one less point, and 1 point clues or information become free, if the area is in their field of specialization, and is always available meaning they always know more than just the baseline.

Rules stuff...
1st level characters receive points based on their class.

Magic-users and Illusionists get 5 points at 1st level and gain an extra 1 point per 2 levels thereafter.

Thieves, Clerics, Druids, Paladins, Fighters, Rangers, Assassins and Monks get 4 points at 1st level and gain an extra 1 point per 3 levels.

Specializations cost 1 point to add to a skill and can only be taken once per 3 levels.

Example skills & specialization

History (ancient, local, regional, military, secret societies, religious, magic)
Magic (elemental, demonology, necromancy, illusion, alchemy, fae, planar, spells, divination)
Religion (pantheon, ancient, planar, history)
Nature (regional, fauna, flora, fae, peoples)
Dungeoneering ( monsters, peoples, underdark, caves, traps, regional )
Military (strategy and tactics, arms and armour, melee
Appraisal (art, jewelry, gems, magic items)

No comments:

Post a Comment