Making the Party: Wedge Issues
Stealing like ravens
It has been said that plagiarism is the sincerest form of flattery. And, like any creative scene, the Norwegian game design scene is full of… people who are inspired by each other.
In a recent design contest, I wrote a game in three parts, where the third part was strongly inspired by Tomas Mørkrid’s unpublished game “Flukt”. To be fair (to myself), the rest of my game is very different from Tomas’, so in context my ending has a different meaning - but still: It fit so well I just had to use it.
Magnus Jakobsson’s game “Until We Sink” has inspired several other games. Ole Peder Giæver and myself wrote the football game “Until We Score” as a birthday present for a friend; Tomas wrote “Livets Høst” based on some of the same techniques; and many other recent Norwegian games use similar methods. Even my grim Holocaust game “We All Had Names” uses a scene-ending technique from Magnus’ game.
Then again, who knows where Magnus’ inspiration came from? It was written after playtesting a completely different game, which doesn’t use the same techniques. The ideas seem to come from one of his own earlier designs, “Den glemte dalen” - that design didn’t work all that well, but “Until We Sink” does*. A wonderful working process for a designer is to create lots of stuff, and then steal whatever works to build better designs afterwards.
Back when I was designing “Draug”, and Ole Peder and Martin were designing “Itras By”, we were a bit worried for a while that since we were playtesting each others’ games and pitching ideas, we might end up having our brilliant designs stolen by the other party. What if I came up with something great for “Draug”, and they publised my idea in their game - before I could publish mine? We talked about it, and quickly reached the agreement that “fuck it, let’s just steal each others’ ideas if we want to, and good luck to whoever publishes first”**. I think that little talk was an important step for us in the Norwegian design community - most of us are very open-source, and share our ideas and games freely. “Itras By” incorporates elements from many different writers, and continues to do so on the Itras By wiki.
And this blog right here gives all our ideas away for free, to anyone who wants to use them. Steal our ideas. Steal like ravens.
* Some similar thoughts went into my own “Will the Emperor Fall?”, around the same time as “Den glemte dalen”. There’s an old thread on it over at the Forge. The thread is an interesting read; it shows some differences between the style we were trying to develop back then (”we just talk, and whatever has been narrated is true in the fiction”), and the Forge paradigm (”use a point system to reward people for correct behavior”).
** I searched through my old mail, and the exact quote is: “Vi kom fram til at vi får stjele idéer som ravner fra hverandre, og måtte den best skrevne utgivelse vinne” - “We arrived at the conclusion that we’ll just steal like ravens from each others’ ideas, and may the best-written publication win”. That’s kind of scary. I wrote the title of this blog post before re-reading that four-year-old message.

Simon Says…
So Simon Carryer rocked my socks earlier this week with this Culture Builder that he posted elsewhere on the Interwebs. I thought more of the world should know about it.
Here’s the idea:
First, you need to come up with 13 “rules” for your culture. They should range from really broad, general, and non-intrusive, through to very specific, all-encompassing laws. You can crib them from existing cultures if you like. Depending on the game, maybe everyone can help come up with these. Number them 2-10, then Jack, Queen, King.
For example:
2: People wear blue for mourning.
3: Women always get first choice of food, and the eldest choose first.
8: There is a tribe called the “Gazzir” who provide guards to aristocratic families. The tribe is renowned for honour unto death, and fanatical loyalty to employers.
9: Swords are forbidden to be carried by anyone not of noble lineage. For this reason, pole arms are common.
Queen: Those who are sentenced to death, or contemplating suicide, can opt to join a sect of monks called “the Nameless”. They give up their old identities, and live ascetic lives of servitude.
King: The Emperor’s word is law, and none may question it and live.
(of course, you’d have 2-K all done)
Now, in game, when you need an off-the-cuff NPC, or if you’re preparing NPCs for a game, draw a card. Referencing the number on the card and check the suit. Take the rule you’ve drawn and interpret it according to the suit:
Hearts: The character embodies, enacts, or enforces the rule.
Diamonds: The character twists, alters, or avoids the rule.
Spades: The character’s life is altered (for good or bad) by the rule.
Clubs: The character breaks the rule.
So, drawing from the above list:
2 of Diamonds: Alaric the Mason wears blue every day, and has done for years. No one knows if he’s mourning a long-dead wife, or if he’s just weird. Though he seems perfectly normal in other respects, it makes people suspicious.
3 of Spades: Gwen is the mother of five hungry children, and poor. She lives with her mother-in-law, who always chooses the most food for herself, leaving very little for Gwen and the children. Gwen is forced to eat almost nothing, so her children can survive.
8 of Clubs: Numun the Betrayer was a Gazzir guard who betrayed his employer, a cruel and merciless man. Numun and a few of his friends slew the man. Now Numun’s tribe is hunting him down to restor their honour.
9 of Hearts: Darran of Everwood is a young nobleman, and an expert swordsman. He itches for a chance to test his skill against the best in the land.
Queen of Diamonds: Aliea is an advisor to the Emperor. Though she wears the garb of the Nameless, and claims none of her former identity, forgoing even her name, she is often present at high-level meetings, and has a strong voice in the Emperor’s war-council.
King of Spades: Beatrice, a serving-woman at the palace, is sentanced to death for refusing to go to the Emperor’s bed.
Aces: Aces are a special case. Come up with a previously unknown rule, and then refer to the suit to find the character’s relationship to the rule.
So the idea is that you get a whole lot of characters with kind of intertwined fates, different stakes in the culture.
Simon says… “I think it’s an interesting way of doing “show, don’t tell” in a fantasy game, where the culture, and how it works day-to-day, is revealed by the characters the players meet, rather than dictated from on-high. If nothing else, it’s a great prompt for imagination. These characters were all thought up on the fly as I was typing this, but I’d be happy to have any of them in my games. I like how they really act as plot-hooks, but they’re plots that are firmly rooted in the culture. So often I think fantasy cultures are treated as this monolithic thing, where all members of the culture adhere to a set of guidelines unerringly. What I like about this idea is that it introduces the complexity and moral ambiguity of real cultures, without endless complications to the game.”
The Extraordinarily Horrible Children of Raven’s Hollow
This isn’t really a design blog. However, I was intrigued by Jonathan Walton’s Murderland design contest and needed a place to post my entry. Here seemed as good a place as any. So without further ado I give you…
The Extraordinarily Horrible Children of Raven’s Hollow
The primary inspiration for this game is Edward Gory’s “The Gashlycrumb Tinies” with a dash of the comic “Lenore.” The game is intended to produce a quick grim fairy tale about horrible children who bully each other into dangerous acts that likely lead to their demise. Enjoy!
A Quick Word on the Setting
Raven’s Hollow is located in a kind of Gothic fairytale landscape. Imagine dense rickety trees, rapidly flowing streams, caves in the hills and maybe the odd swamp or two. The village itself is mostly hovels inhabited by simple people but maybe far up the path is a lonely manner house or even an abandoned abbey. Hopefully this gives you enough flavor to get started.
Setup
This game has no GM so everyone should envision the child they’d like to play. You need little more than a name and a gender but it helps to have a fairly strong image of what your child looks like. You also need a bunch of six-sided dice. Each player needs three dice of one color (I like green). Three dice of another color (I like white) sit in the middle of the table and these dice represent the adults. Finally a single die of a third color (I like black) sits on the table and this die represents the ravens.
Some Social Advice about Narration
The game is intended to be fairly visual. So when the game says, “describe” or “narrate” you should do so in as florid and creepy a manner as you can muster. Remember the drawings of Edward Gory. And if you’re not familiar with the drawings of Edward Gory… get thee to the Internet, you’ve been missing out.
Play
Someone needs to go first. It doesn’t matter who. This player is the Active Player. On an Active Player’s turn he does the following.
Describe where their character is.
Describe what their character is wearing.
Describe what their character is holding.
Describe what activity their character is doing.
All this describing must be solitary. The character can not be engaged with anyone else. They are alone.
Next, determine which player has the least dice. If there is a tie (like there is at the beginning of the game) everyone with equal dice rolls and the player who rolls lowest is chosen. If the rolls tie, roll again. This player is called the Bully Player. Note: If at this stage there is more than one player with NO dice, then the player who has least recently been the Bully Player (among the no dice players) gets to be the Bully Player.
The Bully Player then narrates how his character enters the scene just described by the Active Player. The two players can role-play out any interaction they like but eventually the Bully Player’s character must demand that the Active Player’s character engage in a risky activity that either endangers the Active Player’s character or endangers the adults.
The Active Player then has a choice. He can either have is character attempt the risky activity or give the Bully Player one of his dice. If he chooses to give over a die then the Bully Player describes how his character either takes what the Active Player’s character was holding or somehow spoils the activity the Active Player’s character was doing.
If the Active Player chooses to carry out the risky activity the procedure is different depending on whether the activity endangers his character or endangers the adults.
Endangering The Character
Demands that endanger the character are things like, “go put your head in that crocodile’s mouth” or “cross that old log at the top of the waterfall.” The Active Player should narrate any details he wishes leading up to the actual moment of performing the risky activity.
Then the Active Player rolls his dice and sums up the values. If his dice exceed ten (i.e. rolls eleven or greater) then his character survives the risk. The Active Player should narrate his character accomplishing this feat and The Bully Player should narrate his character’s reaction.
If the Active Player’s dice fall short of ten then his character dies performing the risky activity. The Active Player should narrate this demise. The Bully Player does NOT get to narrate his reaction. At this point the Active Player swaps his dice out for black dice and adds them to the collection of raven dice.
Modifiers
Before rolling the Active Player has two choices that might help him out. First, he can take a SINGLE die from the adults (if there are any dice left) and roll it with his own dice and add in the result. Second, he can take a SINGLE die from the ravens and roll it with is own dice and add in the result. He can do both of these if he wishes.
When taking the adult die nothing new need be immediately narrated. However, if a raven die is taken the Active Player must narrate a raven somewhere into the scene passively observing. In either case a successful roll is exactly the same as a successful roll without having taken any dice.
If the player takes either or both of these extra dice and still fails then his character doesn’t die and the the risky activity is interrupted by the intervention of the adults (if an adult die was taken), the raven (if a raven die was taken) or both (if both were taken). The Active Player narrates this intervention.
If an adult intervenes the Active Player’s character gets punished for doing such a foolish thing. The Active Player narrates this punishment and then gives up one of his dice to the adult die collection.
If a raven was part of the intervention the raven steals part of what the Active Player’s character was wearing in the process. The Active Player gets to narrate the intervention but the Bully Player gets to decide what was stolen. The Active Player then gives up a die to the raven die collection.
These lost die are separate from the original adult or raven dice taken which go back to their original collections regardless of the outcome.
Note: This means the Active Player could lose two dice if he took both modifier dice. However, if he does not have two dice to lose from his original pool then he can not take both dice to begin with. He must choose one.
Endangering The Adults
Demands that endanger the adults are things like, “go kick out the ladder from under Mr. Thatcher while he’s fixing his roof” or “go pour rat poison in Mrs. Baker’s pie filling.” The Active Player should narrate any details he wishes leading up to the actual moment of performing the risky activity.
The Active Player then rolls his dice and sums up the values. The Bully Player then picks up and rolls the collection of adult dice and sums the values. If the Active Player’s dice exceed the Bully Player’s dice (i.e. ties go to the adults) then his character performs the risk and doesn’t get caught. The Active Player should narrate his character accomplishing this feat which should include the demise of an adult as a consequence. The Bully Player should NOT narrate his character’s reaction. The active player also gets to take one of the adult dice as his own.
If the Active Player’s dice fall short of the Bully Player’s dice then his character is caught by the adults who are so horrified that they send the character away from Raven’s Hollow. The Active Player should narrate where his character gets sent off to. The Bully Player does NOT get to narrate his reaction. At this point the Active Player swaps his dice out for black dice and adds them to the collection of raven dice.
Modifiers
Since this action is against the adults they can not help you and thus taking a die from them is not available. However the Active Player can still take a SINGLE die from the ravens. Again, upon doing so he should narrate a passive observing raven into the scene. Again, the consequences of successful outcome are unaltered.
If the Active Player takes a die from the ravens and still fails then the raven intervenes in some manner such that the character does not succeed in his risk but is not caught by the adults either. The Active Player gets to narrate this intervention, however no clothing snatching happens. The Active Player loses a die to the raven’s collection and returns the borrowed die.
After this sequence is resolved the player to the Active Player’s right becomes the new Active Player and the process is repeated.
Lost Forever
If at the top of his turn the Active Player has NO dice his character is lost forever to the surrounding environment. Instead of picking a Bully Player the Active Player should simply narrate where his character becomes permanently lost to the environment. “Little Johnny lives with the bears in a cave” is a good example. A single black die should be added to the raven die collection when this happens.
Orphans
If the last die is ever removed from the adult collection then the risky action taken by the Active Player’s character has caused a chain reaction that wipes out all the remaining adults. The Active Player gets to narrate this calamity. The children are now Orphans.
First of all, Bully Players may no longer demand actions that endanger the adults (there are none to endanger). Also, during actions which endanger the character no adult dice may be taken as modifiers (there none to intervene).
However, an even more significant thing happens when the children become Orphans. Without adult supervision the already cruel children of Raven’s Hollow become even crueler and may attack each other direction. The Bully Player may simply choose to have his character attack the Active Player’s character instead of making an endangering demand. Also the Active Player may choose to have his character attack the Bully Player in response to an endangering demand instead of surrendering a die.
It should be made clear that when two children attack each other one of them WILL meet his demise.
When two children attack each other, each player should narrate briefly what his character is doing. The player who instigated the attack narrates first. Then the two players simply roll their own dice and sum up the values. The character of the player with the lower roll meets his demise in the attack. The player of the defeated character gets to narrate what form his demise takes. The player of the defeated character replaces his dice with black dice and adds them to the raven collection.
In the event of a tie the struggle goes on for another round. The player who narrated second in the previous round gets to narrate what his character is doing followed by the other player narrating what his character is doing. The dice are then simply rerolled, round after round until no tie happens.
A Social Note About Direct Attacks
It is advised that the demise of a character during a direct attack be the result of an accident that occurs during the struggle. For some reason, children dying in absurd accidents is morbidly funny. Children murdering each other is not so funny. This is not a rule. Simply an observation for consideration.
The Ravens
You might have noticed that the ravens of Raven’s Hollow are keen observers and occasionally intervene in the affairs of children. The ravens are also fiercely judgmental. When a player has his character permanently removed from the game they become a Raven Player. Raven Players stop getting their turn as Active Player (as they have no character) but they still get to influence the game.
Just before ANY die roll and AFTER the Active Player has had his chance to take the single raven die modifier (on rolls where that is allowed), starting with the Raven Player closest to the Active Player’s right each Raven Player may take a die from the raven collection and contribute it to any die collection being rolled. The Raven Player should narrate how a raven is pro-actively intervening on that sides behalf. Continue going around the Raven Players until all the Raven Players have declined to contribute a die once or the raven collection runs out of dice. Once the situation is resolved all raven dice are returned to the collection.
Endgame
Endgame occurs when there is only one child left. One of two things happens depending on whether the child is an Orphan or not.
The Adults Endgame
If the remaining player’s character is not an Orphan the adults of Raven’s Hollow finally wake up to the fact that something is not right with the children and go to confront the last child. The player who lost his character first gets to narrate what form this confrontation takes and rolls the dice in the adult collection. The player of the surviving character rolls his own dice with no chance at modifiers.
Before the roll the Raven Players take turns contributing dice to either side and narrating how the ravens intervene for that side again until they have all passed once or the raven collection in empty. The player rolling dice for the adults still gets to contribute as usual including contributing a dice against the adults. He is simply rolling for them.
Finally the dice are rolled. Ties go to the adults.
If the player of the surviving child wins the roll he gets to narrate a warm and fuzzy positive outcome of some kind for his child. Maybe the adults think it was all some kind of misunderstanding.
If the adults’ roll wins the players of the Ravens (like a jury) decide the negative fate of the child. Be as grim as you like.
The Orphan Endgame
If the remaining player’s character is an Orphan he suddenly finds himself alone in a forest full of judgmental ravens. At least SOME of these ravens aren’t going to like this child very much and decide to take action against him. The player who lost his character first gets to narrate what form this confrontation takes. He also picks up HALF (rounding down) the raven dice and rolls them. The player of the surviving character rolls his own dice with no chance at modifiers.
Before the roll the Raven Players take turns contributing dice to either side and narrating how the ravens intervene for that side again until they have all passed once or the raven collection is empty. The player rolling dice for hostile ravens still gets to contribute as usual including contributing a dice against the hostile ravens. He is simply rolling for them.
Finally the dice are rolled. Ties go the ravens.
If the player of the surviving child wins the roll he gets to narrate a warm and fuzzy positive outcome of some kind for his child. Maybe he somehow dominates the ravens and becomes some kind of raven master hermit.
If the ravens’ roll wins the players of the Ravens (like a jury) decide the negative fate of the child. Be as grim as you like.

So where is that extra +5 going to come from?
Now, at level 30, your best stat has presumably gone up 8 points (Bringing your bonus to +8), you've still got proficiency of +3, but the weapon is now almost certainly +6. That's +17, and combined with half your level (30/2=15) means your new attack bonus is +32. At the same time, the monster's AC is still level + 14, so for a level 30 monster, that's a 44. You now need to roll a 12 or better, down to 45%.
That's a 25% difference, equating to a cumulative -5 bonus over time, which seems pretty steep to me, especially for high level play where hit point totals are high and I definitely don't want to be missing, though really, I don't want to be missing that much over time anyway (Especially since monsters benefit from an inverse of this - their attacks go up faster than player ACs, but that is by a narrower margin, and can be more practically offset by existing feats.
Now, this is a known issue, and the books come right out and call it out (I'd reference it, but I can't remember where) but it was only when I looked at the size of the gap that the reall question raised its head: Where is that extra +5 going to come from? At present, feats that provide any kind of bonus to hit (or really any accuracy generating effects at all) are really thin upon the ground. Now, I understand why there's some hesitancy about them - since feat bonuses stack, there's potential abuse waiting under every rock in this particular field. But I think they may have erred a little bit too far on the side of caution.
We'll see if subsequent books like the PHB2 or Martial Power address this, but for the moment this gap is unfilled, and it is with that in mind that I want to draw attention to it as something that can be useful to your game rather than a problem. Rather than viewing this as an accumulating -5 penalty, think of it as a pool of 5 points worth of bonus to hit that you are free to hand out to your players over the course of a game. Because you'll want to offset this penalty, it will feel like you're cheating or making character's more awesome by giving them bonuses when they reach the big milestones of your campaign, but really, you're just smoothing out the problem.
For example, if your players track down and ultimately receive training from the finest swordsman in three worlds, then you can give them a +1 bonus to attack for free, and it won't break things. In fact, so long as you stay within budget (5 points spread over levels 1-30) then you're probably making things better. The potential for this is limitless - really, if it can have a training montage, it can probably be squeezed for a +1.
Obviously, this is a highly customized solution. This is not RPGA-OK, and I would suggest against any generic implementation of this (like gaining a +1 to hit every N levels) because it will be far more dull than coming up with a solution for how you're going to hand out those 5 points that tell the story of your game. Maybe you'll just give them out, maybe you'll come up with world-specific feats that allow bonuses, or maybe you don't see a problem and won't worry about it. Whatever you do, I think it's a great avenue for you to use the rules to put your stamp on your own game and give it some mechanical weight.
Murderland: Design Contest (Deadline Oct 10th)
It’s about time for one of these.
1. Design a game that can be played in 60 minutes or less, including all prep & reading the rules (so make ‘em relatively short, a few pages at most).
2. Here’s your theme: ravens (also known as crows, which come in ‘murders,’ hence the name).
3. Here’s your requirement: play can’t involve drawing or writing anything down, including marking off boxes, circling stuff, etc. No pens or pencils at the table.
4. I will play the three games I think look the best and pick a winner, so try not to require more than 5-6 players total.
5. The winner gets a $25 gift certificate to IPR or something in that vein, if IPR doesn’t excite them.
6. I’m not going to disqualify people for breaking the rules or not reading my mind; you’re just less likely to win.
7. Your game must contain the word ‘Murderland,’ somewhere in the title, such as “Murderland: Last Exits,” “Driving Through Murderland,” or “Chronicle of Extraordinary Locations: Murderland.”
8. Post or link to your game here.
Have at it!

Oracling Culture
As Brand said, “Simon just posted the best idea I’ve seen on a forum for like 6 months.” It’s true. Complex modeling of culture is something roleplaying needs more of. It’s only a matter of time before I steal and adapt this for something.

Autumn Gray Friday
Wearing: Blue sweater and jeans.
Planning: Trip out to visit the lady-friend this weekend.
Writing: I don't want to jinx it but it is coming along, slowly but surely.
And you?
Braunstein Memories Additions
New micro-feature on Elsewhere.
I’ve added a ‘Mix-O-Tronic of the Moment’ bar below the first post on the blog. Now you can get a solid-gold game idea with every refresh of the page. So read early, read often.
Also, I’ve gone with an understated dervish theme!
Feudalism and the Solar System’s Demons
But man, am I growing sick of nobles, lords and swords. I am excited about each game in turn but lawdy, medieval feudalism is driving me nuts a little bit. I think my frustration with it will drive me to write a setting about the transition from a king to a republic, something like Lloyd Alexander's Westmark trilogy (mental note: finish reading the Westmark trilogy).
To everyone in any of those games, I am not sick of any of those games. I want to keep playing them. I am not punking out or looking for something new and shiny, just venting.
This frustration got together with listening to Richard K. Morgan's Thirteen on audiobook, reading Christopher Kubasik's Traveller ala Sorcerer hack and coming up with a science fiction Sorcerer hack of me own, The Solar System's Demons.
I love the idea of the Solar System as a setting; it tickles me. Between planets and moons and just asteroids or planetoids and so on, it is a rich place.
Bad Is Good
I’ve talked elsewhere about my initial experiences with Dungeons & Dragons 4th Edition. They’ve been positive enough that we’ve decided to continue playing, albeit with our catch-as-catch-can schedule. We lost Mike to a job-related move, so we’re down to four players now. On Sunday, we got together over breakfast (thanks, Ted!) to decide what other changes we wanted to make. We agreed to sort of start over at first level, because several people want to switch classes and liked the learning experience that a few encounters at each level gave them. (In reality, we’ll probably only do two or three encounters at each level until we hit fourth or so, just to move things along.) The other thing we decided is that the new game will be set in Privateer Press’ setting, the Iron Kingdoms. Sort of.
Today, the minds behind Evil Hat Productions and Blue Devil Games announced One Bad Egg, their 4e support venture. While I haven’t done anything officially for them yet, a few weeks back I twisted Fred Hicks’ arm until he cried like a baby and promised to let me work on something for them. So while our group of adventurers, the Special Collections Team (Acquisitions Division) from the University of Corvis, will start out dealing with the sorts of things you’d expect in Western Immoren, they’ll soon get to investigate the horrors of the Shroud (which I think is just to the northeast of Ios).
This is going to be fun.