Sunday, September 26, 2021

Alignment: How I Use It

What does alignment mean? Objectively speaking, I don't know. The books kind of leave room for interpretation. Part of the problem is they leave it a little too abstract. This causes confusion and arguments which leads to people hating alignment which is a shame because it's actually a good tool for describing your game. You need functional definitions. You need to nail them down with concrete examples. You need to define what alignment means in your setting for your players. If I say I'm lawful good, that needs to mean the same thing to everyone. Why have terms if we disagree on the definitions?

So, what does alignment mean in my setting?

Before we being it's important to note that we're discussing a low technology, low culture, fantasy setting. Please suspend your modern cynicism and progressive views. In other words, have an open mind and play along.

First, let's look at Law vs Chaos. 

Law vs Chaos describes a setting where forces of law are in conflict with forces of chaos. Society against barbarians. Forces of law may oppose other forces of law, like the police vs the mob, and forces of chaos may oppose other forces of chaos, like two gangs in the waste lands. The big distinction is that the world has these divisions of the tamed world and the untamed wilderness. There are lawful places with lawful people and there are lawless places with lawless people.

Lawful alignment is about having an alignment to something, the question is what. Lawful alignment it is not about alignment to the abstract concept of law or lawfulness; that's stupid! Being lawful means YOU have loyalty, possibly sworn loyalty, to a homeland, country, or a faction, to it's leader or leaders, and to its people.

Religions are organized with rules, structure, and hierarchy, and therefore lawful, and so anyone belonging to a religion is inherently lawful. You can assume all religions require even their lowest ranking members to take some sort of vow in front of witnesses. Druids are members of a nature religion; it might be a very loose organization with very flexible rules, but if you're loyal to its cause and if you observe its practices, you're lawful. Organized criminal factions such as thieves guilds are lawful. Cults may or may not be lawful. Stay tuned.

In a feudal society, the King owns all the land. He grants that land to a class of nobles who rule parts of the kingdom like governors. In exchange, nobles are required at their expense to provide the king with soldiers to defend the kingdom. A count is a noble in charge of a county. A counts permits the citizens to live on that land. If you live in that county, you benefit from the protection of the counts laws and soldiers which maintain safety and order. In exchange, you follow the laws, pay taxes, and possibly provide military service.

A lot of times, religion was in bed with government even if the heads of government and the heads of religion were in conflict behind closed doors. The people had a different relationship with their government than they had with their religion, like how kids had a different relationship with each parent. One authority figure could use the people against the other and vice versa, or if the authority of one figure was in question, the other authority lend it their credibility.

Historically, this was a good deal. It worked. Peace and order were maintained. People can say they prospered from it, therefore, people thought this was a good thing.

Generally, the laws of kings are just and fair, but even if the laws are unjust and unfair, you still owe your loyalty to your king. In fact, having loyalty is part being an honorable person. Crappy laws are favorable to no laws. Questioning your king's laws may be an act of treason and treason is a good way to get kicked out of society.

If you are of lawful alignment, other lawful people respect that fact even if your societies are opposed. Why? Because being a part of a society implies that you're a valuable, contributing member of that society. And if you're from the same social class, your lives probably have a lot more in common than you think.

What does Neutrality on this spectrum mean in my setting? It means you're probably a wanderer, a vagabond, a hermit, or a member of an itinerant people who just go where the opportunities are. You don't have a home and so you don't have a homeland, even though you might have a people who you're loyal to, like the gypsies. 

If you are neutral, you may be perceived by lawful people as having no loyalty to anyone, and that's bad for you because if people don't know whose side you're on or that you follow laws, then why should they trust you? Neutral people usually have their own code of honor and definition of dignity, but you're a stranger with no name or reputation to precede you and tell us who you are. You could be a criminal or a ne'er-do-well. You might be liable to steal or desert.

Also if you're neutral, how do I measure you're worth? Ne'er-do-well doesn't mean evil bad guy, it means someone who doesn't earn anything by contributing to society. Basically it's a mooch. Laziness has always been frowned upon. So are people who don't pay taxes.  

Unfortunately, neutral people are unpopular with lawful people.

Chaotic alignment means you are not an accepted member of any lawful society, or if you are you're probably a known trouble maker and you become outcast eventually. You might be an outlaw like Robin Hood or maybe you were born in the wilderness like Conan the Barbarian. Chaotic people have few laws if only one law, and it'll simple like Survival of the fittest or right by might. That sort of thing. Chaotic alignment describes people who are opposed to laws, or to following laws, and in general, they are apposed to societies of laws. They might even be opposed to lawful people because lawful people represent the law.

Tribes of hunter-gathers or warrior clans of faiths who live simple lives in greater or remote areas of the wilderness are lawful if they have their own laws and hierarchical structure. Such people are instead chaotic if they are anarchistic and are kept together by a collective need for family, community and survival.

Therefore, instead of just writing "Lawful X" for your alignment, you would also identify the land, clan, tribe, religion, or faction you're aligned with.

Keep in mind, we haven't begun to discuss good vs evil yet! Chaotic people can be good. Lawful people can be evil. In my setting, law vs chaos is about a formal allegiance to something, but good vs evil is more about your nature or your personality type.

OK, so let's talk about good vs evil. We're all a little good and a little bad. With extreme exception, no one is purely one or the other in real life.

Would you describe yourself as being primarily good or primarily bad?

Good means kindness, compassion, and empathy are a part of your psychology. You generally try to do the right thing by other people. Maybe you like the idea of being a good person or maybe you get a feeling of satisfaction out of being good. You want to treat others the way you want to be treated: fairly. Good people are generally honest. They tend to fight fairly, allow retreating enemies to flee, and they treat prisoners with dignity. Good people rarely permit or apply torture. Good people are generally good even in extreme situations.


Neutral on this spectrum may describe different people. It may mean someone whose selfishness exceeds their compassion, someone who is numb or indifferent to the suffering of others, or someone who is not primarily good or evil but an even mix of both. More than anyone else, neutral people have the capacity to be genuinely kind when they're happy or cruel when they're desperate. Someone neutral doesn't make a selfless decision to risk their life to save people, thought they might do it when there's something to gain. The player needs to define what kind of neutral they are for their DM. 

Ferral beasts (which is not a slight against animals, that's just how people typically describe untamed animals) are neutral, neutral aka true neutral.

Evil means you're some sort of sicko or psychopath who has limited or no capacity for empathy and sincere kindness. Evil means you have a cruel or wicked nature. You like seeing people suffer and you might like causing suffering. Monsters are evil. Monsters are not people. Evil natures occur in people less commonly or even rarely in lawful places, and more common in choatic places. In a lawful society, an evil nature is something concealed for self-preservation.

This explanation exceeds three whole pages. Now I know why the books don't get into this much detail - no one would want to read it!

Wednesday, September 15, 2021

Out of the Abyss (5e campaign commentary)

  The problem with Out of the Abyss (OotA) is Wizards of the Coast (WotC) made a setting book and called it a campaign. When you think of this books as a setting book rather than a campaign, it seems to becomes much more valuable. This book is for game groups who want to play a game set in the Underdark because it does a good job detailing travel and various location in the Underdark. If you're not into the underdark all that much, you may also see the adventures contained as more of a compilation of adventures rather than a single campaign, but they would need re-skinning to suit anything else.

Chapter 2: Into Darkness details traveling in the underdark. It explains the travel pace, terrain, hazards, monster and character encounters, navigation, foraging, and optional secret dungeons the DM may place at any step, serving as a template for creating additional such locations to break up the monotony of the underdark. If you want to know how to run any travel by water in the underdark, you can reference Chapter 3.

Chapter 10: Descent into the Depths, Chapter 13: The Wormwrithings, Chapter 14: The Labyrinth, and Chapter 16: The Fetid Wedding (detailing an region of the underdark called Araumycos) also provided details for traveling in particular regions of the underdark with distinct features, random encounters and events.

Fixed locations in the underdark are detailed in their own chapters:

Chapter 3: Darklake details a Kuo Toa village called Sloobludop

Chapter 4: Gracklstugh, home of the Duergar (grey dwarves) and the Derro

Chapter 5: Neverlight Grove, home of Myconids

Chapter 6: Blingdenstone, home of the Deep Gnomes (aka Svirfneblin)

Chapter 8: Gauntlgrym, (a Dwarven kingdom not in the underdark but on the surface in Faerun)

Chapter 9: Mantol-Derith, a trade hub in the Underdark where drow, duergar, svirfneblin, and surface dwellers can meet and trade

Chapter 11: Gravenhollow details a mystic Stone Library kept by Stone Giants

Chapter 15: Menzoberranzan details the City of Spiders and some drow culture

If you're into the Drow, then as an honorable mention, Chapter 1: Drow Prison, describes a drow outpost called Velkynvelve and has a small section briefly detailing a Shrine to Lolth, a drow priest quarters, and drow military quarters/barracks. Optionally, you can use this chapter to base additional Underdark Drow outposts because surely there are more than one, right?

The book does not provide a solid campaign. Players travel from place to place like they're on a road trip. They stay in each location long enough for a small adventure, then they leave to the next place. There are two distinct parts with a break in the middle. Chapter 1 states that it assumes the players begin at level 1 and will be level 2 or 3 by the end of Chapter 1. I find that hard to believe and awkward.

The first part of the book, chapters 1 through 7, is about the player characters being captured, waking up as slaves, they trying to find their way to the surface while fleeing drow pursuers. Part one encourages gamers to use survival mechanics. The players characters may have their own stuff, or they may be in a position where they have to scrape by on a lot of borrowed or found equipment. Madness mechanics are introduced.

The break in the middle can be used to allow the player characters to take down time or take on side adventures. Then they receive a letter providing the plothook to part 2. As a side note, it suits me to have the players begin OotA after completing a starter set such as Phandelver and adjust the encounters of OotA to suit the players' levels. 

Part two is from chapters 8 to 17 and is about the player characters returning to the underdark to find a way to defeat the demon lords, and the final confrontation(s) with the demon lords. The encounters get tough in part two.

The way I see it, the first half of the book is a movie, the second half of the book is a sequel. Part 1 feels like Star Wars episode 4, and part 2 feels like Star Wars Episode 6. The break in the middle where the DM creates their Star Wars episode 5. I think this book gives a creative DM a good framework to work from. Following the vanilla story of OotA may be a detriment, so don't. Do you own thing, make it your own thing. I think that's the positive way to look at this uh, campaign.

Thursday, September 9, 2021

D&D Crafting Mechanics

PLAYER CRAFTING

1. Artisan Tools must be available and characters must be proficient. The DM may rule a workshop or laboratory is also needed. Tools are abstracted as "smithing tools," etc. A laboratory or workshop are likewise abstracted as "smithing workshop," etc.

2. Materials are required to craft. Assume that the cost of materials needed is equal to half the cost of the item being crafted. Materials are abstracted as "smithing materials," etc. The DM and the setting determine availability of materials.

3. Time. Crafting time is abstracted and simplified. For simplicity, crafting time is based on item rarity, not artisan skill or material cost. Rarity may vary based on the setting. The table for Crafting Time is:
Common Items    1 Workday
Uncommon Items    2 Workdays
Rare Items    1 Workweek
Very Rare Items    2 Workweeks
Legendary Items    4 Workweeks

The DM may rule a particular item is atypically simple or complex, in which case the crafting time is either halved or doubled. A workday is 8 hours. Characters must complete each workday or the day is not counted and a workday worth of materials is wasted. Crafting time is divided by the number of skilled artisans working together on an item if it's reasonable for multiple artisans to work on the same thing, and they must be in the same place at the same time. DMs determine if it is possible to improve or refine an existing item and they may halve crafting time and / or material cost. Unique items should be based on similar items.

4. Knowledge. Characters must know how to craft the item. The DMs may assume characters proficient with tools know how to craft common items. Before attempting to craft, players roll an intelligence check and add their tool proficiency bonus to determine if their character knows how to create it. The DCs are:
10    Common Items
15    Uncommon Items
20    Rare Items
25    Very Rare Items
30    Legendary Items

If players succeed, the DM may assume all attempts to craft that item are successful. If player fails the check, it means the character does not know how to create the item. Characters may seek instruction from a teacher or a manual. A teacher automatically teaches a character in one day. Characters can study a manual for one day and repeat the Intelligence check. If characters do not have access to instruction, they may attempt to create the item and work it out by trial and error. To do this, they must spend all required time and materials, the roll the intelligence check with disadvantage to determine success of failure of item creation. If the character succeeds, they also learn how to craft the item. If they fail, the materials are wasted. In the case of failure, the DM determines whether the character has made a useless item or an inferior quality item, whichever is more reasonable.