Tuesday, December 24, 2024

Modernity Ruined Monsters

I perceive there to be a problem with monsters in modern media. I believe the word 'monster' should be reserved for something truly terrible or else we trivialize the word and diminish its meaning. In essence, I think that my culture has ruined the word by misusing it, and they've taken something away from us that we can't easily get back. Monster should be a word to describe something that is the mortal enemy of mankind, but is a word that can describe something that is so ugly it's kind of cute, something that's misunderstood and just needs a second chance, or it can be an ironic term as in a term of endearment. I don't know where this trend began. Was it Shrek? Was it Monsters Inc? Was it Boo Berry Cereal? Some other television program intended for a participation ribbon generation? I don't like it when a story promises me a monster and I get a something suitable for a Hannah Barbera cartoon. So as a rule, I will not use the word monster in vain. When I use the word monster, I want the audience to have a visceral reaction. I want the addition of only the word to a story to signal to the audience that there are stakes and they will be ugly.


Why do I care? I live in a time when there are very nasty, strong words that get repeated ad nauseam. Those words are fascist, racist, sexist, homophobe, etc. I don't want to diminish the meaning and severity of such words with overuse and misuse, and so I personally don't use these words unless I mean to. For example, I have heard that George R. R. Martin has said that the reason why he cannot finish his books is because of fascism, but I didn't read the news story about how storm troopers or myrmidons kicked in his front door and burned his rough draft and beat his hands with sticks so he couldn't write. I've heard people have defended Amazon's series The Rings of Power by describing fans of Lord of the Rings who are disappointed with the Amazon series as fascist for having expectations for Amazon to make a series that is faithful to the source material. But fans merely boycotted the series and gave it bad reviews at worst, they didn't show up at the studio and threaten to dispatch the producers with violence unless they re-wrote orcs like this and elves like that. These are flagrant misuses of the English language. People who do this are guilty of crying wolf, and if the day comes that they are eaten, they will have earned it. We should use these words to describe people who are truly bad. They should be reserved for people who truly meet the definition. I think people should have more respect for the words in our language, just as we don't scream help unless we are in serious or deadly danger. If you call everyone a fascist, there will come a day when people look at you like you're a misbehaved child then carry on with their day. Someone should sit you down with a history book and teach you what real fascism means.


Playing Dungeons & Dragons sucks and this is partly due to the other people who play the game who think that it's racist to treat all goblins as evil or who think that orcs are people too. The Great Cthulhu has plushies where he wears a cut little fez. Count Dracula had concubines and drank people's blood while they were still alive, but rip-offs of his likeness teach children their numbers on a tv show and market chocolate flavored cereal during the commercial breaks. Maybe my culture has been ruining monsters for longer than I realize. When I think of monsters, I think of Kentaro Miura's Berserk; Monsters don't get more horrifying than that. When I think about Berserk, I think about a story that doesn't pull its punches. When Berserk says monster, it delivers. The Firefly series had some villains called Reavers, and when characters in the show described Reavers, they didn't describe them as people, they didn't describe them as green, they didn't describe them as horned or winged or fanged or clawed. The Reavers were described as "they'll kill you, eat you, and rape you, and if you're luck, in that order." That is a horrifying opponent. That is a monster.


First, let's establish some rules. Definitional rules.

1. Monsters are always opponents. Monsters are not rivals or competitors or begrudging allies, they are always opponents. They oppose us. They are an enemy to humankind because they oppose us, and they oppose everything we believe in and everything we love. Not only are monsters just opponents, but they are our mortal enemies. The final boss for humanity to defeat will be a monster.

2. Monsters are deadly. They don't show mercy, and they don't spare people or let people live except to do more cruel things to them before killing them later. If you encounter a monster, it is kill or be killed, unless you can outrun it. Monsters ultimately cannot be reasoned with. They want death.

3. Monsters are destructive. Monsters do not and cannot live in balance with nature. They cannot find harmony with nature or other creatures. They are only destructive. They take. They cannot grow things, they cannot heal things, they cannot save things. We cannot live in a world with too many monsters.

4. The tone or mood of a story is always scary when monsters are involved. Monsters should be serious, not silly. There should be no light-heartedness, no jokes, and pretentious messages or sanctimonious morals of the day about how maybe humanity is the real monster (refer to my next rule). 

5. Monsters are not people. Monsters do not represent real-world or historic groups or individuals. Monsters represent things that go bump in the night, and they represent our deepest, darkest, and ancient fears, and they represent the things that we pray that a good god does not permit on Earth. I don't intend to humanize monsters in my stories, and I think humanizing monsters is one of the ways that modernity fails at monsters.


You'll notice that in my rules, I did not describe monsters as cruel or vile. I don't need to. You're probably already imagining something that is intrinsically cruel or vile. I also didn't need to describe them as ugly or filthy, but you might be imagining such a creature. I didn't describe monsters as things that lurk and stalk, and I didn't describe monsters as things with this kind of power or as lacking this kind of ability. I didn't describe them with this vice or that vice, with this weakness or that, or some flaw. or shortcoming. I tried to write these rules in such a way that the rules are clear, and that my intent or meanings would not be disputed or subject to interpretation. Vile and cruel are too colorful and perhaps not as clear as deadly, destructive, non-human, opponent who should be treated with severity.

Are there exceptions to these rules? Maybe there could be. But I caution that if you make exceptions to these rules, that you may no longer have monsters in your story or game. You may now have something that merely resembles a monster. A monster in name only is not a monster. Barney the Dinosaur is not a dinosaur because the creators made too many exceptions to the rules of what makes a dinosaur. If your expectation is tyrannosaurus-rex, maybe you should watch Jurassic Park instead, and we should have the conversation "is this intended to be a real dinosaur, or is this intended to resemble one?" 

I suppose the point of all this is that I am an adult, and sometimes I want my monsters to be monsters, and there's nothing wrong with this. I think maybe society likes to infantilize and coddle people, or maybe people with a product to sell want to make sure it's suitable for a mass market for maximum profit. As a consequence, good monster stuff is really niche, and the niche creators who make it are more likely to be the types of creators who take it to eleven, but I'm happy with the dial set to eight or nine or ten. It's like our choices are either spooky scary skeletons for kids, monster girls for internet deviants, or gore-sploitation movies from a time before professional film studios had rules. The state of things sucks.

Sunday, December 1, 2024

Response to Ronald the Rules Lawyer

This post is in response to a video titled Defending Hasbro/WOTC's stance against bigotry and fascist Elon Musk (the D&D Twitter/X controversy) created by @TheRulesLawyerRPG. The video can be found on Youtube here: https://www.youtube.com/watch?v=UyfOQ64P_lU. I refer to the video as an essay.


I try to be as impersonal and professional as I can. The response is opinion. Overall, I think the essay makes a lot of claims and assumptions without demonstrating them or supporting them, and this gives the essay an uncharitable starting position for persuasion. I claim no personal or professional knowledge of the essayist and I hope him all the best in life. The intent of this response is to show deficiencies I found as a way to object to the essay.

2:55 "Elon Musk is a narcissistic megalomaniac...a fascist"

1. Terms need defining so that we can agree on their meanings and their uses.

2. The terms used have not been demonstrated to apply to the subject of the essay (Elon Musk), as a consequence the audience cannot reach consensus about the premise.

3. Only a clinician, not a lawyer, is qualified to diagnose people with narcissism or megalomania, which are actual conditions with diagnostic criteria.


3:26 suggesting Elon Musk performed a coup and created a mob.

4.  Again, failure to define terms, coup and mob, or show how they apply to the subject, Elon Musk.


3:34 "One instance of that mob was the election of trump."

5. Conflating a mob with voters. Portions of this essay insult half its potential audience and turns the audience against the essay AND the essay's goal, which I assume is spreading diversity and protecting democracy, rights, etc. If your intent is persuasion, then your audience is your ideological opponents, not people in your own camp.

5a. Conflating a mob with voters IS anti-democratic.


3:53 "...Twitter which Elon Musk owns and used to deceive the American public and get Trump elected."

6. I can only describe this as a use of loaded language (rhetoric used to influence an audience with strong connotations). Stick to the facts. Elon Musk bought Twitter. Trump was elected as US President. The burden of proof needed to demonstrate the claim that Elon Musk acquired twitter with the intent to influence politics or used Twitter to deceive anyone has not been meet. This goes against Elon's own stated intent for purchasing Twitter which is to protect freedom of speech.


3:59 "...and [twitter] is increasingly becoming a reactionary cesspool."

7. No good will towards your fellow humans is demonstrated by comparing them to sewage. Again, this essay is getting in its own way by insulting the people it should be persuading.

8. Failure to define what reactionary means or demonstrate how twitter is reactionary. If this is true, then I think this is the most important position to your position because it would show potential harm and stakes, and by failing to do show it, you neglect explaining your own point of view adequately and as a consequence, I cannot see the opponent empathize with your point of view.


4:10 "Elon Musk is making Hasbro/WotC a villain in his culture war."

9. I take issue with the word his in this statement because I think it implies that the culture war is of Elon Musk's design rather than something that emerged organically within a culture,  is a tough sell and not pertinent to the point, and ascribes malice where there is none evident. Better to be as impersonal as possible.


4:16 "his crusade against being woke, as if being humane were a bad thing."

10. I make this concession to you, no one can define woke. 

11. By using the word woke and then immediately describing it as humane, it sounds like you're conflating woke with humane, and this is a hopefully an unintentional muddling of terms. 

12. Most people think they are humane. Suggestion that one side of a conflict has a monopoly on humanity or that one side is lacking humanity will not ingratiate people to your point of view.


4:21 "Every tabletop roleplayer who values the dignity, equality, and survival of people like me, non-white, lgbt+, as well as women and other discriminated against groups should defend Hasbro and WotC against Elon Musks reactionary idiocy."

11. Calling for every tabletop roleplayer who values ABC to do X is immediately disregarding nuance.

12. As for suggesting that dignity, equality, and survival are at stake for anyone due to either Elon's internet post or acquisition of a media platform, this has not been demonstrated. 

13. Not one death has be attributed to Elon's tweet or purchase of twitter. Therefore, suggesting that life is at stake is an extreme claim.

14. The rights and lives and dignity of the demographics listed have not been demonstrated to be adversely affected by Elon's Tweet or Acquisition of Twitter.

15. All demographics receive some form and quantity of discrimination on this Earth. All forms of discrimination should be condemned equally and not based on group unless it can be substantially demonstrated that one group is particularly vulnerable or affected. Therefore, this essay comes across as biased.

16. Use of the word idiocy is a needlessly uncharitable personal attack. Opponents will always use the use of ad hominem to attack an essay's credibility.


4:39 "I'm fully aware that WotC has a mixed record on diversity, but Elon Musk is attacking their [previously listed demographics of people] right to speak in support of diversity."

17. Elon Musk is being accused in this essay of attacking free speech of certain demographics without evidence. Elon Musk has stated firmly that he is a free speech advocate and has not stated an intent to curb anyone's free speech based on their immutable qualities. The essay presents no conflicting statement or action by Elon Musk with his own statements regarding free speech, therefore, the accusation can be dismissed as made in bad faith.

18. If Hasbro / WotC has a poor record of diversity, we should condemn them and find a better champion. Championing an entity with a poor record of diversity is detrimental to diversity.


4:48 "by defending their [Hasbro / WotC or the demographics?] right to make these statements, we are defending everyone's rights to support diversity, and supporting the existence of people in the hobby like myself."

19. Diversity within the hobby is a complex issue and is not defined within the essay. This is a big, missed opportunity.

20. The rights to support diversity or the right to support the existence of certain people within the hobby are not evidently being threatened.

21. If Hasbro / WotC has a poor record of diversity, how can they do better than Elon Musk or some alternative?


5:10 "the controversy began with some right-wing people on twitter..."

22. How did the essayist verify anyone's political leanings?

23. How are people's political leanings relevant? If political leanings are irrelevant, then they detract from your purpose.


6:32 The essayist asserts that it is problematic for a billionaire with X number of followers to use certain language in a post a reply to someone complaining about how a book about the history of a game was publish. "The language has violent undertones, and he aims to control the federal government, and he's whipping up a mob mentality among his millions of followers."

24. This is a non sequitur.

25. Though infinite torture by fire is violent, "may someone burn in hell" is generally used to express contempt or disapproval, and the speech used by Musk does not imply or suggest SENDING anyone to hell which would by violent speech; therefore, the suggestion that there are violent undertones is inappropriate because it ascribes more malice than in evidently intended.

26. Ascribing intent to create a mob which is not evidently there is a bad faith thing to say and is therefore an irresponsible and slanderous thing to say.


7:46 essayist presenting Jason Tondro's quote regarding not anticipating blowback from Grognards "...I consider those people not worth listening to..." Essayist then says "Good for Jason Tondro to say this because the outrage is over nothing, and is reactionary and stupid."

27. This is why terms such as Reactionary need to be defined because calling something stupid is a foolish thing to do because it will lose the essay some good will from its opponents, but calling something both reactionary and stupid now ties the beliefs that people are reactionary for to the insult of stupid; The essay is now openly hostile towards its ideological opponents and the people it needs to persuade the most.


8:10 essayist references a post by Elon Musk showing interest in purchasing WotC. "Before I try to talk about what Elon Musk is trying to do here, how it's fascist, and what people's attitudes should be towards it..."

28. The audience does not know the essayists definition of fascist or fascism because the term has been used without defining or demonstration; We cannot have an effective and educational conversation about fascism when the terms are not defined, and fascism is not demonstrated. 

29. "People's attitudes should be" is an example of leading the audience which generally unwelcome in persuasion.


8:30 Essayist shows tweets by Grummz and says "First this person..." essayist then criticized Grummz for failing to name someone is important if he wanted to honor someone or something.

30. Essay fails to do the subject of its criticism respect by naming them and thus shows an uncharitable disposition to his opponent.


8:44 to 11:51 Essayist states that Grummz claims that Gygax and other creators are erased and slandered at the same time, then essayist proceeds to show how Gygax and other creators are honored.

31. Good use of resources by essayist in supporting their response. Grummz's turn to respond.


12:33 Essayist in response to Grummz claim that Gygax and others are slandered.  "The rules compiled here offer little by way of roles for other players..." in regards to non-white middle class men

32. While this is a statement of fact, the issue it that this statement is presented in the context of a disclaimer, but is not something that needs disclaiming because a disclaimer is used advise, deny, reject, or denounce something. When someone make a product for a niche market rather than a mass market, which they have a right to do and hurts no one, this does not need a disclaimer. 


14:00 Essayist regards pulp sword and sorcery fiction as characterized by non-lawful good characters who drink and wench without demonstration, and essayist states "it was a stereotypical male fantasy of being a lone action hero who could get away with what they wanted, and live out a certain kind of fantasy."

33. Use of stereotypical in stereotypical male is ironic when the essayist is dedicated to diversity as use of this word can be interpretted as an uncharitable view or a denouncement of some men for maleness, and exclusionary of them.

34. People are capable of separating fantasy from reality, and indulging in fantasy, even unrealistic fantasy, is not evidently unhealthy or detrimental.



14:43 "in the 1970s, wargamers in America were predominantly white middle-class men. It isn't surprising that the 'fighting man'"

35. There is nothing disagreeable about this statement in and of itself. What is disagreeable here is that it is presented in the context of a disclaimer. Disclaiming history or figures from history is generally unnecessary. These are the shoulders of the giants we stand on and many people hold the opinion that  this entitles them to some respect.


14:55 "original D&D describes the rules of dragons... Lawful dragons as Kings... Chaotic dragons as Queens. Gary Gygax's words 'women's lib may make whatever statement form the foregoing.'" Essayists response "A snide remark to say the least."

36. Only Gary can explain himself. Was this tongue-in-cheek or literal? Did Gary mean to disparage women's lib? It would be equivalent to putting words in Gary's mouth to extrapolate meaning beyond what is charitable. To assume otherwise would be unfair because Gary is dead and can neither defend himself nor apologize for any erroneousness and redeem himself; Judging the dead, who are products of a different time, is generally unfair and distasteful.


15:39 "Jason Tondro continues 'it's an unfortunate fact that women seldom appear in original D&D and when they do, they're usually portrayed disrespectfully.' This also is fact." Essayist shows one example of two cartoon women from an early D&D product, both are sexy, one of whom is topless.

37. The example chosen by the essayist is either respectful or disrespectful depending on the cultural views of the person looking at the example. There are many men and women who would not consider it disrespectful to depict a cartoon with an exaggerated or idealized human figure, nude or otherwise. This is in essence art.


16:08 Essayist shows an article form Dragon Magazine in 1977 featuring the comeliness ability of women characters.

38. Yes, this is discrimination of women for Dragon Magazine to propose to give them a different standard than men. It would be fair for the essayist to acknowledge that this never became core D&D material and to credit either or both the creators or the readers of the zine for ultimately rejecting it.


16:40 Essayist continues to read Jason Tondro's disclaimer about how D&D treated slavery as "a simple commercial transaction", then essayist shows a blatant instance of prices of slaves from something published in 1977, The First Fantasy Campaign Book.

39. By demonstrating a single example published in 1977 as the most blatant instance of slavery in D&D, this shows that the content was not likely prevalent in D&D, published 1974 to 2024, and would easily be a misstep.

40. Essayist did not fully inform the audience of the context of this published material, making it difficult for the audience to adequately judge the material or its author. Essayist did not help the audience to understand whether the published fantasy material was a reflection of authors views of slavery in reality. This shows a one-sided commentary. 


17:18 "It's important to talk about this history in order to make the hobby welcoming today." Essayist then presents a partial statement by Gary Gygax, without context, and reads a commentary about this partial statement by another author, Ben Rigs.

41. Essayist treats Ben Rigs comment on Gygax's statement on Gary's comment as informed or authoritative without discussing the actual comment. This does not benefit the audience in understanding Gary Gygax or ultimately help the audience come to understand Grummz and Musks internet outrage.


18:56 "The real objection is to people being concerned about including historically groups in the hobby at all."

42. This is an assumption made by the essayist and presented without evidence about ulterior motives or ulterior grievences of the subjects of his essay, Grummz and Musk.


19:18 "This is about some people who want to be openly disrespectful and biggoted, to exclude people from oppressed groups out of this hobby and ultimately out of this society."

43. This is an unfounded and wild assertion. It shows that essayist does not understand the position of his ideological opponents. It shows essayist has no interest in understanding his opponents which would demonstrate good will and good faith. Essayist is objectively vilifying his opponents and provides no clear evidence.


19:32 "In the end, it is obviously ridiculous to get worked up about a preface to a gaming book that acknowledges discrimination against black people, women, and LGBT people and others exists and is wrong."

44. Within the essayists entire essay, essayist has not presented evidence that black people or LGBT people were discriminated against in D&D published material, and so it is inappropriate for the essayist to provide as a closing statement that the D&D history book has shown this to be so. 


19:47 Essayist compares Grummz and Musk to the racists who marched in Charlottesvile.

45. A conversation about objectionable content or objections to disclaimers in D&D is now about racist protestors from an unrelated incident. This is a clear non sequitur given that opponents are not commenting about race; opponents Grummz and Musk have in fact not been shown to comment on race in the essay. Essayist is objectively vilifying and slandering the opponents without evidence.

46. Introducing an ugly racist historic event into a conversation about D&D is introducing unnecessary complications and is an example of muddying the water.


20:20 Essayist reads commentary of Kuntz calling WotC evil Robber Barons, then Essayist transitions to Elon Musk posting about making his own AI Game Studio. The segway between these two ideas is a comment about how Kuntz and Musk share anticorporate sentiment. Essayist then calls Musk an Oligarch without demonstration, then describes Musk's post as the rhetoric of fascism. 

47. No comment. This is too messy. Clean this up.


21:18 essayist gives a definition of fascism for the first time in his presentation as "handing power to a small group of people who are capitalist." 

48. Conflating capitalism with fascism is intellectually dishonest. 


Essayist then goes on to describe people who support the opponents as fascist and sad and other bad things and accusing them of future wrongs revealing essayists own hypervigilance for things he has failed to adequately demonstrate in his essay. Personally, this left a bad taste in my mouth, then I got over it and that was when I lost interest in itemizing everything my responses.

The Problem with the Fantasy Monk

 Here are my problems with fantasy monks and in some cases, proposed alternatives:

1. They have Chi which is not compatible with the supernatural aspects of my setting. Chi does not exist in my setting. Shadowrun has a nice middle ground in the Adept which uses magic like Chi or in lieu of Chi to be fast and strong, but this is not how my magic system works either!

2. If the fantasy setting has dragons, then I assume the monk will have to punch a dragon at some point. Punching dragons is tonally cartoonish and undesirable to me. I think punching dragons suits something like Dragon Ball Z, not my preferred fantasy stories.

3. Pugilism is under explored in fantasy. Boxing and grappling do not need to be supernaturally powerful. Pugilists were TOUGH and cool, and could suit a low fantasy setting. Give them some punching knuckles to make up for the fact that they don't have Chi to protect their fists or potentially to allow them to punch ghosts or through armor and we're good.


You can't fix stupid

Just a start.



 

Sunday, November 24, 2024

Free TTRPGs

Want to play a TTRPG for free? Here are some recommendations. 


Basic Fantasy RPG is a retroclone of a 1978 version of D&D Basic, the rules-lite version of Advanced D&D. Basic Fantasy differs because it has ascending armor class rather than a to-hit matrix. It has free supplements including adventures compatible with any game based on versions on pre-3e D&D. https://www.basicfantasy.org/srd/


OSRIC stands for Old School Reference and Index Compendium, and is a retroclone of Advanced D&D from 1978, which is the crunchier version of D&D Basic. https://www.leveldrain.com/srd


Alternative to OSRIC, the creator of Basic Fantasy RPG also made another retroclone of Advanced D&D called Iron Falcon. Or is it a retroclone of Original D&D?  https://www.drivethrurpg.com/en/product/148344/iron-falcon-rules-for-classic-fantasy-role-playing


Olde Swords Reign is a combination of 0e D&D and 5e D&D. The author of Olde Swords Reign says his game is compatible with Basic Fantasy RPG, and it is. I would recommend using the character creation rules from Old Swords Reign when you play Basic Fantasy RPG to mix the old and new. https://osreign.com/


The Black Hack is based on D&D Basic, but with a lot of changes to make it even more rules-lite than Basic Fantasy RPG. https://the-black-hack.jehaisleprintemps.net/english/


Cairn (or Cairn RPG?) is a new game inspired by a few other New School RPGs like Into the Odd and Knave. If you're absolutely new to RPGs, I recommend you start here. It is very rules lite, emphasizing narrative over mechanics. These rules can be setting and genre neutral, but Cairn Second Edition comes with a very fleshed out setting. https://cairnrpg.com/

Cairn's website hosts a few "hacks" of the Cairn ruleset that changes them to suit specific types of games, such as Liminal Horror RPG which does horror. https://cairnrpg.com/hacks/third-party/even-more-third-party-hacks/


Index Card RPG (ICRPG) has a free quickstart ruleset available for download on this website Drivethrurpg.com. This is a game is basically a collection of house rules for D&D 5e that became its own system and distinct from 5e. It is rules lite, and is setting and genre neutral. Very, very easy to learn and understand. Very fast and easy to play. https://www.drivethrurpg.com/en/product/221038/index-card-rpg-free-quickstart


Open Legend RPG is a setting and genre neutral RPG. Rather than give you a catalog of classes, races, powers, etc., it gives you a catalog of pieces that you can use to make your own. Character creation is a bit more complicated and involved, but it resembles what D&D fifth edition could have been if the developers had more creative freedom. https://openlegendrpg.com/


Cogent Roleplay is a dice pool style of game. That means your stats tell you how many six-sided dice to roll for actions, and then you count the number of dice that are successes. What stands out to me most is that it has 12 or 13 universal skills, and spaces for some fill-in-the-blank skills. It is setting and genre neutral. https://cogentroleplay.com/


Incidentally, the Dungeons & Dragons 3rd edition System Reference Document (SRD) is available online. It is in essence the entirety of the 3rd edition players handbook. https://www.d20srd.org/


Lamentations of the Flame Princess (LotFP) is a retroclone of D&D Basic with a horror aesthetic, and indeed, it might even be a horror game disguised as a fantasy game. There are enough changes to its rules to make it distinct from other clones of D&D Basic such as Basic Fantasy RPG and Olde Swords Reign. https://www.lotfp.com/RPG/


Now for games I haven't actually played or read. 


I have read or played all of the games above, but I haven't touched Stars Without Number which is a sci-fi game. Including it because of how much I hear about it. https://www.drivethrurpg.com/en/product/230009/stars-without-number-revised-edition-free-version


Ironsworn is another game I've heard or read about that is inspired by older D&D, but I've also read that Ironsworn can be played in either a group or Solo? https://tomkinpress.com/collections/downloads-for-ironsworn


I've heard of Cepheus RPG which is another Sci-fi game. I haven't touched it, but I'm including it because it has an online system reference document (SRD). It's supposed to be compatible with Traveler, a popular sci-fi RPG. https://www.orffenspace.com/cepheus-srd/introduction.html


13th Age I'll add another game I haven't touched because it has a System Reference Document online: https://www.13thagesrd.com/

D&D Rangers Suck and it's 3e's Fault!

 If I was a pretty girl and I asked you what was special about you, you understand that I'm asking what is it that you can offer me that other guys can't. Your specialty is therefore what you can do that other people cannot do, or what you can do better. Rangers were special because they were the only ones who could do survival, then in 3e devs added the skill system which took what made the ranger special and made it available to everyone else, trivializing the Ranger. To compensate, devs gave rangers lame powers like animal companions which anyone can get b/c fantasy, and devs made rangers partial casters at early levels and whoopy for that. Who isn't a partial caster these days?


By comparison, the 5e Rogue can sneak attack for consistently more damage than rangers and rogues can also put expertise into survival. 5e Druids can cast good berry with a first level spell, 5e Clerics can create food and water (3rd level spell?), the 5e Outlander background can AUTOMATICALLY forage enough food for a party of 4 (or 5?). Furthermore, wilderness exploration is very non-present in 5e. Rangers suck because they don't have a specialty anymore. Also, who can describe what a ranger is without game mechanics? Can anyone even do that!


I recommend making the 5e Ranger a flavor or subclass of either Fighter or Rogue rather than it's own mid class. Alternatively, everyone play OSRIC instead. The SRD for OSRIC is free online. Seriously, for perspective, go read what it says a Ranger is compared to its other class options. You will see why ranger used to be special but now it isn't.

Sunday, October 13, 2024

Economics in TTRPGs

 BASICS

An economy is a closed system where goods and services are produced and traded. For instance, the local economy of your town, the regional economy of the Mediterranean, the global economy of Earth, or hypothetically the galactic economy the Milky Way. How well or how poorly people are living (called the standard of living) within an economy depends on production. Production means what people can make and how much of it they can make. People have to make stuff to trade stuff, and they have to trade stuff to have other stuff.


COST OF LIVING

If the average person in your setting earns a wage of 5 Silver Pieces per day, then the cost of food, water, and shelter should total less than that. Otherwise, no one buys anything because they can't afford to, and so no one will earn anything because nothing is being bought, and the economy doesn't work.


SUPPLY AND DEMAND

If there is a market demand for a product or service, then the market will find a way to supply it. If there's no market demand for something, there will be no market supply. Do you really think the that the average person needs healing potions? Not if the average person earns 5 silver pieces per day, and the cost of a healing potion is 50 gold pieces. This means alchemists and alchemists with work are extremely rare.


SILVER OR GOLD?

Your setting's currency system ought to have a silver standard rather than a gold standard. At the time of writing this, an ounce of silver is worth $30.00, and an ounce of gold is worth $2,466.00. That means that the value of gold is 82 times that of silver. If a gold piece is a US dollar, then a silver piece is a coin with a value of 1.25 cents, not the neat 1 to 10 conversion rates given in your TTRPG book. Values are based on SCARCITY. Food, water, and shelter are much more common than gold. Would you trade a $10 silver coin for a cheeseburger or an $820 gold coin? Only merchants and nobles use gold coins.


FIXING THE ECONOMY IN YOUR TTRPG

Whatever you do with money in your TTRPG, don't worry about it feeling realistic, just worry about it being simple and feeling fair to the players. If possible, big IF, you want players to be able to develop an intuitive understanding of the value of a silver or gold piece in-setting, similar to how they might have an appreciation for the value of a dollar. Apply some basic principles of economics to your setting. Healing Potions are not a common household item like cough medicine. Common household objects, meals, and stays at the traveler's lodge don't cost 1 whole gp. Emphasize that people make a lot of their own stuff.

Sunday, October 6, 2024

Primer for No Speech Mechanics in TTRPGs

INTRODUCTION

A primer is something that prepares you for a new idea. This might be a long one! So far, this document is over 3.2k words. I'm almost as verbose as the Angry GM. In my experience with roleplaying games and conversations about them, people seem to think that speech mechanics are necessary and important, or for some reason, FUN? I want to suggest to you that speech checks were not always a part of roleplaying games. Think about that, and DON'T make any assumptions about the regularity or depth of roleplaying before speech mechanics were added. Don't assume roleplaying was somehow less prevalent or serious in the before times. In D&D at least, speech skills were added to the game with the publication of 3rd edition, 25 years into D&D's existence. Players got along fine before that. Charisma represented one's aptitude for leadership and was primarily used to determine how many followers you could lead. It did not represent your appearance or how charming you were.

If you wanted to have a conversation with an NPC, you had a conversation; either that, or you described what you would say and how you would say it, and the GM would describe how the NPC responded. In a no-stakes or low-stakes conversation, the GM roleplayed his NPC, and if the PC made a fair proposal, there would be no need for the NPC to reject it. In a conversation where there were stakes, (something significant to gain or lose), then it was up to the player's creativity to convince the NPC that it was in their best interest to help the PC. I'll teach you how to do this later on. 


COMPLAINTS

Here's my first complaint about speech mechanics: SPEECH MECHANICS are for video games. Why's that? Because game mechanics are necessary ONLY for simulating actions we cannot do ourselves, and video games as a medium have a few more limitations. In a live roleplaying game with people, we cannot hit each other with swords, so we have a mechanic for that. We can however, persuade, intimidate, and deceived each other at the table. Therefore, speech is an unnecessary thing to mechanize. In general, I believe unnecessary mechanics make a game system needlessly complicated which means it's harder to learn, harder to play, harder to run, and harder to prepare a game for.

For all I know, Charisma checks might have started in video games, which have limitations. If I could prove conclusively that Charisma rolls began with say Fallout 1 for example, I would use that as evidence to make this case and argue that you'd be using tools that were given to computers for the purposes of handling human interactions, but you're not a 90s Mac or PC and you don't need to use those tools. To reiterate, rules are for simulating actions that we cannot do, but we can have conversations at the table, and we can use our judgement about whether to create a character who is a poor speaker or better, and to play our characters accordingly.

There are games that do not mechanize speech (for example, GURPS and Cogent Roleplay don't have a personality stat, all versions of D&D that I can see prior to 3e use Charisma for reaction, loyalty, and hiring rolls, that's it). These are some other games I've heard of that supposedly don't use speech rolls, but I haven't verified myself: Troika, Cypher System, Into the Odd, Mausritter, Electric Bastionland, Principia Apocrypha, and Cairn. Cairn in fact in a section called Principles for Players, under a subsection called Agency, states your stats do not define your character, they are tools. In other words, stats should NOT define your character to the extent that it affects your agency. I've heard Realms of Peril has a charisma stat but is loose about when / how to use it. Knave has a charisma stat, but I hear Knave 2e might not. I've heard Dungeon World (powered by the apocalypse) might just be RP over Mechanics enough to disregard the stat. RuneQuest (one word), Fate, Numenera? I know for a fact that Lamentations of the Flame Princes (LotFP for teh win!) explicitly states Charisma does not represent your beauty, appeal, or personality, and that the player must portray their character! This is way James E Raggi IV is the goat.

Here's my second complaint. In my experience, speech mechanics discourage player engagement. I have played low-charisma characters in types of games which emphasized dice rolls for speech. Essentially, I played characters not suited for an entire aspect of the game based on the rules of the game. Therefore, the rules of the game actively discourage me from trying to have conversations with non-player characters and from engaging with the setting. Even if the GM set the difficulty of a charisma check to easy, rules as written, that meant a 50/50 chance to fail to get what I wanted whenever I talk to anyone. I think it's fair to say that most players expect moderate difficulties instead of easy ones, which usually means a 75% chance to fail with no speech skill bonuses! This creates some disconnect in my mind where I could just plain make a damn good argument, then the GM calls for a roll (because the rules say so), I fail, then the GM has to come up with some arbitrary and unsatisfying reason why my argument was rejected, and it feels contrived. It feels like a badly written scene in a movie. I find it unsatisfying and immersion breaking. It doesn't FEEL FAIR. Most importantly, and this might get a little meta, if I the PLAYER use my own communication skills, it's not fun to roll a die for the CHARACTER'S communication skills. It feels punishing.

But wait, there's more! Before you start preparing a defense of speech rolls and preparing an explanation that speech rolls somehow do not discourage player participation, or that it encourages player participation, I submit for your consideration a hypothetical game table with one high-charisma character and a bunch of low-charisma characters. Yes, one player at the table makes a character who has a stat that says they're better at talking, even if the player is average or below average. Shy players will immediately stand back and let the high charisma character do all the talking, as well as players who are only here to kick ass and chew gum or hang out with their kids. And all players who are strategically minded will rationalize that one character has a better talking stat, and in a decision that might count as a form of metagaming, they will stand back and let that character do all the talking. This also diacourages Roleplay and engagement. This isn't all players, but many players. In fact, most players will recognize that when you create a character, you either commit to a high speech character, or you neglect the skill because most games encourage optimizing and min-maxing. So, you have some high stats and some low stats to allocate somewhere, might as well stick the high stats where you want to excel at, and then dump the low stats elsewhere. Mid-stats do what? 

What do you think of alignment in D&D? I think charisma is just another roleplay restriction like alignment. You have no choice but to have alignment and you have no choice but to have charisma. The game designers of modern D&D use this roleplay restriction (the charisma ability and its skills) to balance social interaction with the other aspects of the game, namely combat and exploration, and these aspects of the game don't need to be balanced against each other. Gaming doesn't need to be this way. In my experience with D&D, no one enforces alignment. Most players self-regulate their alignment if they use it. Most new RPGs I've read don't use anything resembling alignment. I do not think social interaction is an aspect of the game that needs balancing! Roleplay your character. Treat social interaction like a puzzle and solve it with your own creativity.

Why do D&D 5e and other games with speech mechanics (so many games these days!) get applauded as well-designed games? To me, speech mechanics are a glaring weakness in a game's design. Do these game designers not recognize that players are actively disincentivized by their own games from playing the game? If it's a roleplaying (spelled r o l e) game, why are we using rollplaying (spelled r o l l) instead? Why is it important for there to be a line item on the character sheet that describes my character's ability to engage in conversation as well as rules for when and how to use it? Why isn't this something that is left up to the skill of the player, and the logic of the scene, characters, and story being told at the game? I would rather play a game where my character sheet and in essence the rules of the game don't effectively BENCH me for an entire aspect of the game, thank you very much. I do not see how this mechanic improves the game, and I think it's definitely not necessary.

Here's two games that are a bit more freeform and rules lite. Neither have alignment, either at all or as it is conventionally understood. Basic Fantasy Role-Playing Game (BFRPG) is a game that is based on D&D Basic from the 70's and 80's. In BFRPG, in the section where the game breaks down the six classic abilities, it tells you when you apply your charisma bonus or penalty, and it lists only three things: Reaction Rolls, Number of Followers, Loyalty. Rules as written, BFRPG has no charisma checks or even ability checks. Lamentation of the Flame Princes (LotFP) is another game based on D&D Basic. In LotFP, it explicitly states what charisma does not represent, and it explicitly tells you that the player must portray the character.

Before I move on for good, I'll remind you all in case you forgot that Skyrim has no personality stat! Speech gets you discounts at stores. Queue Darth Vadar's theme Imperial March for your Daedric Armor-clad beefcake on his way to get a hot deal! Praise Todd, it just works!


HOW TO TALK TO PEOPLE

OK, so as promised, here's how you do speech in games. First, the only mechanic you need is a roll to randomly determine the starting disposition of a randomly generated NPC, modified by the PCs reputation or something, with room for the Game Master to veto the need for a roll in the right circumstances. Established NPCs with an established relationship with the player characters do not need a die roll as they have their previous experience with the PCs to inform their opinion. Older D&D called this roll a Reaction Roll, and it was a 2d6 roll which meant it had a bell curve distribution that favored average results (like a neutral reaction) over extreme results (like immediately hostile or immediately friendly). I speculate that this was intended to simulate what it would be like to meet someone random in real life. People tend to not have a strong opinion of complete strangers.

Let's discuss Persuasion. As an FYI, in D&D 3e, this skill was called diplomacy. Diplomacy does not require charm, thought it helps to be respectful. Diplomacy is about two parties finding compromise. Simply put, I want something you have, here's what I have to offer. It's a trade offer. That's it. Two parties who are interested in making a trade try to find an agreement that is mutually beneficial. People who are fair and who are engaging in good-faith diplomacy understand this might mean some compromise. You're not trying to take advantage of the other person. Your goal is to get something out of them, and to make it worth it to them. That encourages them to trade with you again in the future, less they get a bad taste in their mouth or buyer's remorse. Everyone wins. This for that, tit for tat. No, you cannot seduce the dragon. Don't even try. Seduction BTW is IMO a bad player behavior because it ruins the tone of the game, and the mechanics of the game should not support it. Charisma and Persuasion sounds like they could be multipurposed for seduction. Nay. Reject.

Let me ask you this before moving on. If you find any of this primer persuasive, do you think that's charisma or intelligence? I'm not speaking. I'm working out ideas and just trying to make sure they make sense. In that regard, are there any of you who think charisma should be restricted to charming people only and not dull speakers who just make a lot of good points and do it clearly? Are you at least having second thoughts about only using Charisma for speech?

Now for deception. Most people are decent folks who assume that most other people are also decent folks. When someone tells you something that seems plausible, you don't usually doubt it. Let me repeat that for you in case you missed it. If a story is plausible, most people don't doubt it. "My girlfriend left me, my dog died, and I got let go from my job this week." is a plausible lie. All of this misfortune in one week? Unlikely, but stranger things have happened.

Now, the important question is what does this person want out of you? We assume that when someone lies, they either want something or they want to avoid something. If this person then asks if you can buy them one drink, that sounds reasonable, and you might not have any objections to the request. If this person asks you to pay for a meal, that's kind of pushing it. If this person asks you to pay for their hotel room, that's a really big ask and you'd have to be really generous to say yes. If this person wants to stay at your place till they get back on their feet, that's also a really big ask and you might even be afraid to say yes or no.

A person might still believe in the lie because it's still a plausible lie, AND at the same time, they can also object to fulfilling the liar's request. Belief in the lie does not mean behavior will be affected by the lie. Some people might suddenly become skeptical, maybe because they're more untrusting or cynical. So, it's possible that they now DOUBT the lie simply because you asked for too much. Even still, when a person suspects you of lying, few people are going to be able to say THEY KNOW YOU'RE LYING. In fact, most people are too nice to accuse you of lying. To catch someone in a lie is not so simple, and accusing someone of lying wrongly is socially embarrassing and might make you feel guilty if the lie turns out to be true, especially if their story is about hardship. Catching someone in a lie usually requires finding details in a story that contradict other details, or details that contradict some other knowledge. You have to interview them. When someone gives you a simple lie, there's not that many details. If a person gives you a detail like "I got fired from my job as a builder from Bob's World Building Company," you now have some very concrete details. Maybe you know Bob from Bob's World Building Company, maybe you work for Bob and you don't know who this person is, or maybe you ARE Bob and you didn't fire anyone lately. Lies, in other words, need to be simple and plausible, and whatever it is you're trying to con someone out of or into needs to be somewhat reasonable or the lie becomes suspicious.

Now for Insight. In D&D 3e, insight was called Sense Motive. It was explicitly used to contest lying, and nothing else. To be clear, it was not an idea roll *spits*. It was not a psychic power that gave you all the answers or gave you certainty that someone was lying. It was not divination magic. As described in my explanation for catching someone in a lie above, you're a reasonable person. If someone's story doesn't pass the smell test, YOU DO NOT NEED TO ROLL. Useless skill! When you talk to an NPC and they tell you a story, if you really want to probe them for more details, just act like you've taken an interest in their story and just ask them questions to get more details out of them. More details mean you're more likely to find something that doesn't fit into place. It's hard for people to remember details they make up, or to keep them straight. And complicated stories are difficult to make up. Interrogations and interviews are ways people can find contradictions in the story.

Now for intimidation. By the by, I have a question for you. Do you use intimidation to creep people out? What if you wanted to? Just asking. For reference, if you did something creepy in-character, I think most GMs would just say, "yeah, that's creepy. Good job." We don't need a "creepy" stat. So why do we have an intimidation stat? If you're 7 feet tall and jacked, and you're irate and threatening indiscriminate violence, most people would find that intimidating. If you call for a roll for that, I will pull this game over. I will turn this game around right now! I mean it! Just watch me!

In order to do intimidation, you need something to legitimately threaten someone with. That's it. It's about having leverage over someone. A viable threat. Historically in many cultures, being thought of as a coward was a shameful thing. Some people might even prefer death to being a coward. Even average people might not give into yelling and screaming and threats of violence. So, you would intimidate people in secret rather than openly. That way, they're less likely to put on a pretense of bravery to impress anyone else and in effect they get to maintain their dignity. In addition, other people (witnesses) aren't going to have firsthand knowledge of you going around and openly threatening people, which is generally detrimental to your reputation.

You would NOT roll intimidation to demand a police officer or soldier to get out of your way if it's their job to stand in your way. By the same logic, you would not roll intimidation when threatening an enemy. If, however, you defeated half your enemies in a combat and your side still looked fit, you might shout a demand for their surrender or for them to flee with an offer to spare the rest of them. That's viable because you've demonstrated that you are dangerous to them. The GM would make a roll called a Morale Check in past editions of D&D. This was a roll to randomly determine how random NPCs felt about fighting. But one roll only, no piggybacking or dogpiling. A successful morale check meant the enemy has decided they're not giving up no matter the costs. Morale checks were an ordinary part of ALL combats (except maybe set piece combats). Further, it does not require an action *scoffs* to yell "gtfo losers and we'll spare you!" By the way, add this to the list of complaints; if yours is the type of game that makes GMs and players question whether it's a (major) action, or a minor (aka bonus) action, or a free action to yell a threat at someone, that's the kind of game that can go straight to hell. That's lousy design logic. What kind of world are your rules trying to simulate! Eff you!

To reiterate, intimidation requires having something to threaten someone with (like my ability to threaten you with shame for poor use of the rules and to affect the way you use them as in the end of the last paragraph). If you were in a street gang with a reputation for making violent threats and following up on those threats and getting away with them, then people took you seriously and gave in to your threats or suffered. If you told a city guard that you know a prostitute who could describe his birthmark to his wife, that could be an example of a viable threat if it's true. Were I a PC trying to coerce some behavior out of an NPC, I would also consider simultaneous use of black mail with bribery; Show them the stick, then force the carrot on them. Now they've accepted a bribe, and you can threaten them with that too. Intimidation is about threatening people, and you need something to actually threaten them with before they'll cave. If you have nothing to threaten them with, they'll just be offended and rightfully so, and so a FAILED attempt to intimidate someone, which can be determined WITHOUT ANY DICE, can and should backfire. Congratulations on making an enemy out of someone by being an asshole and nothing more.


CONCLUSION

So that's it! An explanation about why speech mechanics are stupid in a live TTRPG with live people, and how to actually use the so-called skills in real life or in play. So, when would you use speech checks in a game? What if you thought speech checks were fun and cool? Pfft. You don't. You want to use speech checks to SIMPLIFY the game because you either A don't feel like roleplaying every damn thing, and that's fine, just default to yes for all reasonable requests and no for unreasonable requests; or B you suck at talking and want to skip it because it's hard. I believe that part of the value of roleplaying games is that they are tools for teaching and learning, so learn to talk to people here and now, and stop using mechanics for every damn thing! Or maybe you think that speech mechanics somehow give the game some needed structure. With the exception of turn-taking and logical progression, actual conversations tend to be free-form and so mechanics can make a conversation conspicuously inauthentic, and stopping a conversation to roll dice is like pausing a movie! Stop it!

Sunday, June 2, 2024

Final Fantasy Tactics - Jobs Evaluation

Every now and then I come back to this 20+ year old game. Here's my list of essential or notable job stuff in this game. Thanks to the changes made in the War of the Lions version, some stuff is just too effortful to get IMO.


Physical Jobs

Squire
Yell / Tailwind (for Ramza, I use it for most of the game. Did you know Knives and Ninja Swords use ((PA + Speed) /2) * Weapon Stat for their damage calculations?), Move +1, JP Boost, Focus / Accumulate (very useful for grinding. In any real fight, wait for the enemy to come to you while boosting your PA). Ramza's other Ramza-only skills are good, except note that Ultima is only as powerful as a Fire 3 / Bolt 3 / Ice 3, which are half as powerful as Flare or Holy.
Unlocked: At the start

Archer
Speed Save / Adrenaline Rush (take a hit, gain +1 speed; Knives and Ninja Swords use PA + speed for their damage calculations), Concentrate (improves success % of some stuff, and makes your attacks hit at 100% if every you find someone particularly dodgy)
Unlock: Squire 2

Knight
Speed Break (speed break the last enemy while grinding so you don't have to put up with them, or just any enemy in general. Synergizes very well with Dual Wielding / Two Swords from ninja, works with ranged weapons like longbows and guns), Power Break (reduce your own characters PA to 1 and have them attack each other to grind exp and jp)
Unlock: Squire 2

Monk
Chakra (restores HP and MP for free! amazing for grinding), Stigma Magic (cure conditions), Revive. other stuff is fine shrug. Brawler from the Monk and Two Swords / Dual-Wielding from the Ninja is supposedly the highest damage dealing combo in the game, but I don't use it.
Unlock: Squire 2, Knight 3

Thief
Move +2, Steal GP (not bad for grinding, amount of GP stolen affected by speed stat! triggers an enemy counter)
Unlock: Squire 2, Archer 3

Geomancer
Attack Up (it's been a while, but I remember this boosts the damage of Holy Sword for Agrias and Orlandu)
Unlock: Squire 2, Archer 3, Monk 4

Lancer / Dragoon
Auto-raise / dragon spirit, Ignore Height (ignore height is amazing for one fight in particular in CH4, at Zeltenia Castle against Zalmour the Heresy Exclaimer)
Unlock: Squire 2, Archer 3, Thief 4

Samurai
Blade Grasp / Shirahadori (get this on someone cursewording ASAP). I don't use anything else from this class but Draw Out / Iaido skills are affected by the Magic Attack (MA) stat, so this skill set might suit a female magic character or synergize with a male character using the Bard's MA Save. 
Unlock: Squire 2, Archer 3, Knight 4, Thief 4, Monk 5, Dragoon 2

Ninja
Two Swords / Dual Wield (too bad the duplicate weapon glitch was patched out), Shuriken and Bombs are fine
Unlock: Squire 2, Archer 4, Knight 3, Monk 4, Thief 5, Geomancer 2

Dancer
Too much effort for me. PA Save / Attack Save for possible niche strategies with female physical attack characters
Unlock: Squire 2, Knight 3, Archer 3, Monk 4, Thief 4, Dragoon 5, Geomancer 5


Magic Jobs

Chemist
Potion, Phoenix Down (all outdated by Monk IMO, except that Phoenix Down has a 100% success and Revive doesn't); Note that general use of auto-potion is just a good way to waste potions; specific-use only. There are better reactions for general use. 
Unlocked: At the start

Black Mage / Wizard
Frog (get this asap! Frog doesn't wear off on its own. It makes a character do damage in the single digits and stops characters from casting spells. When grinding, kill off all but one enemy, then turn them into a frog so that they are basically useless)
Unlock: Chemist 2

White Mage / Priest
Cure 3, Raise 2, Esuna, Holy, Wall (all excellent for Math Skills. Get anything else and I think it clutters up the Math Skill list. Holy is cheaper and more powerful than Flare from the Black Mage / Wizard spell list).
Unlock: Chemist 2

Oracle / Mystic
Repose / Sleep is notable as a poor-man's Frog. I don't really use anything from this class, but its spells look cool.
Unlock: White Mage 3

Time Mage
Haste, Teleport (ignores height and obstacles, can increase the number of squares you can move with a chance to fail of 10% per square beyond you Move stat, so Move +1 90%, Move +2 80%, etc.)
Unlock: Black Mage 3

Calculator / Arithmetician
I think you need a dedicated magic character in your roster to learn all these action abilities. All the action abilities are essential for this classes' skillset. 
Unlock: Chest 2, White Mage 5, Black Mage 5, Mystic 4, Time Mage 4

Mediator / Orator
Entice / Invitation (want to steal an NPC's gear? Just add them to your party roster instead), Preach, Enlighten / Solution, Praise, Intimidate / Threaten, Equip Gun (this is actually one of my favorite support classes although the stat growth is poor)
Unlock: Chemist 2, White Mage 3, Mystic 3

Summoner
I don't use this class or anything from it. Best MP growth (chakra and Math Skills roll eyes)
Unlock: Chemist 2, Black Mage 3, Time Mage 3

Bard
Too much effort for me. MA Save / Magic Save for possible niche strategies with male magic characters, Move +3
Unlock: Chemist 2, White Mage 3, Black Mage 3, Mystic 3, Time Mage 3, Orator 5, Summoner 5


Others

Mime
Too much effort for me / I don't use this class.
Unlock: Squire 8, Chemist 8, Knight 3, Archer 3, Monk 4, Thief 4, Dragoon 5, Geomancer 5, Chemist 2, White Mage 3, Black Mage 3, Mystic 3, Time Mage 3, Orator 5, Summoner 5

Dark Knight
I unlocked this class once. Once.
Squire 2, Knight 4 (Master), Monk 4, Archer 4, Thief 4, Geomancer 8, Dragoon 8, Samurai 8, Ninja 8, Chemist 2, Black Mage (Master), also supposedly you must kill / crystalize 20 enemies.

Onion Knight
Too much effort for me. Apparently, this class starts off poor and gets better after MASTERING all the other jobs. The exact mechanic, I've read, is the Onion Knight's job level goes up by 1 for every 2 jobs you master, and when the Onion Knight reaches job level 8, it gets some big boosts to its stats.
Unlock: Squire 6, Chemist 6

Monday, May 20, 2024

Pokemon Yellow Legacy - Please Fix This Cursed Back Sprite!

 Hi Pokemon Yellow Legacy team! I have a request: Please fix this cursed back sprite! I have redrawn it three different times, taking a few liberties with each iteration.



Friday, April 12, 2024

HOW TO HEX CRAWL

INTRODUCTION

I want you to think of hex crawling as playing your TTRPG like a board game. On the players turn, they travel a number of hexes and then roll to see what happens, good or bad. Hex crawling is a very simple, rules lite way to explore a portion of the game world as large as a 10s or hundreds of miles. Rules for hex crawling have been explained more clearly in legacy editions of D&D and in retro clones than in current editions, which is one reason why I'm writing this. Hex crawling emphasizes exploration and discovery rather than combat or talking. The risk-reward elements and in essence the "game" elements are in resource management including time and food, avoiding hazards and obstacles, plotting routes, evading dangerous wild beasts or wandering warbands or scouts, and discovering secret locations.


BASICS OF A HEX

Why a hex? A hex represents a circle, but circles do not interlock as neatly as hexagons, so we use hexes instead. A hex assumes you are standing in the very center of the hex, and the boundaries of hex represent your horizon.

A hex represents a distance in miles. That distance is based on the scale of the map. If you look at an entire continent, one hex might be 60 miles, but we don't hex crawl hexes that big. We zoom in so that a hex is more manageable. There are different philosophies about how big a hex can be or should be, but to keep the math at the simplest, we're going to assume all hexes are either 2, 4, or 8 miles. The math below is based on humans being able to marching 24 miles per day which is reasonable. 

Your map will have a hex-grid on top. Hexes themselves come in different scales and sizes. I don't know if there are standard shaped and sized hexes for this practice. I've seen sheets of paper with 15 hexes on the short side and 27 hexes on the long side, 15 hexes on the long side and 20 hexes on the long side, 15 hexes on the short side and 18 hexes on the long side. You could probably do this with square gird paper (graph paper) perfectly well. The goal is to have paper that is a lot of grids across, so it's not too quickly explored.


HEXCRAWL MOVEMENT RULES

  • Scales: Maps can show an area or region at different SCALES. Make these assumptions:
    • Large Scale or Kingdom Scale: 1 hex = 8 miles. The hex counts shown below are for traveling pace are based on 8-mile hexes.
    • Medium Scale (a seldom used in-between scale): 1 hex = 4 miles, double hex counts shown below. 
    • Small Scale or Province Scale: 1 Hex = 2 miles, quadruple hex counts shown below.
      • Note, province scales are actually1 mile hexes. Using 2 miles hexes simplifies my mini-game.
  • Normal Pace: Move 3 hexes per day.
  • Slow Pace: Move 2 Hexes per day. Bonus to stealth and perception.
  • Fast Pace: Move 4 Hexes per day. Only navigation is possible and possibly penalized.
  • Difficult Terrain: -1 Hex
  • Encumbered: -1 Hex if movement while encumbered is possible.
  • Forced March: +1 Hex per day and roll vs exhaustion. The roll is more difficult in Difficult Terrain or if encumbered.


GENERAL HEX RULES
Note that rules are intentionally rules-lite. GM rulings are encouraged.

  • 1 Day = 1 Turn. Players can move a number of hexes per day, and can do one action per turn.
  • Players subtract 1 day's rations / provisions at the end of each day. If you are out of rations, make a roll vs exhaustion.
    • Hot regions double water requirements per day. 
  • Assume you are in the center of the hex. 
    • Don't do fractions of a hex.
  • You automatically discover any landmarks or locations in a hex you're in.
  • You can see for 2 miles in all directions unless obstructed by terrain. This is true at sea level. At higher altitudes, people can see further. 
  • Roll 1 encounter per day and 1 encounter per night. 
    • Roll more or less encounters depending on the region. 
    • Encounters are not always detrimental; they can also be beneficial or neutral. Having potentially good encounters may make rolling for encounters exciting. 
    • For the purposes of defining an encounter, an encounter roll may be an event such as weather or anything that may provide an interesting roleplay prompt.


PLAYER ACTIONS
Players can do 1 thing per day:

  • Other / Specify: Be creative, I can't think up everything.
  • Navigate: The lead player character in marching order navigates. Navigation is automatically successful on roads or in familiar regions. If success is uncertain, make a roll. 
    • On a failure, stray off course by one 8-mile hex without realizing. 
    • On a really bad failure, end the day in either the same hex or in a random adjacent hex and the party is sure they're off course but they don't know how badly.
    • Some terrain and weather may make navigation more difficult.
    • Hire an NPC guide who knows the region. Such a guild does not need to roll to navigate.
  • Map: This player may make a map of the party's progress on blank hex paper. 
    • They must map their progress faithfully to the navigation rolls, even the failures.
  • Forage: Search for wild edibles, drinkable water, medicinal plants, firewood and tinder. On a success, add 1d4+Perception Provisions.
    • Geography can affect the availability of resources. This generally makes the difficulty higher or lower, but can also make foraging impossible.
  • Hunt / Track: Search for signs of wild game or some other quarry. Roll to succeed / fail. On a success, you encounter wild game or track it to its den.
  • Scout: You search for enemies, hazards, and other sources of danger. On a success, you detect the danger in time and can't be surprised by it. You may also have a bonus to surprise enemies at the GM's option.


OPTIONAL RULES
You could use the standard and more traditional 6 mile hex for kingdom scale and 1 mile hex for province scale. In which case, use the adjusted chart below. 
  • Scales: Maps can show an area or region at different SCALES. Make these assumptions:
    • Kingdom Scale: 1 hex = 6 miles.
    • Province Scale: 1 Hex = 1 mile, sextuple hex counts shown below.
  • Normal Pace: Move 4 hexes per day.
  • Slow Pace: Move 3 Hexes per day. Bonus to stealth and perception.
  • Fast Pace: Move 5 Hexes per day. Only navigation is possible and possibly penalized.
  • Difficult Terrain: -1 Hex
  • Encumbered: -1 Hex if movement while encumbered is possible.
  • Forced March: +1 Hex per day and roll vs exhaustion. The roll is more difficult in Difficult Terrain or if encumbered.

Thursday, April 11, 2024

5 Things I don't like about D&D 5e

1. THIS corporation I disagree with. The edge of D&D is gone because of WotC. I can understand making a family friendly product, but omitting the word "savage" to be culturally sensitive, and making different races bland and interchangeable and humanizing monsters to avoid non-existent racism is infantilization and nonsense. I don't think this corporation is taking good care of the game, and I don't want to support them.

2. The game is too easy, or in other words, it's too difficult for a GM to challenge 5e player characters. You can mathematically show how some monsters just don't have a chance against player characters. This is probably why they don't publish the math of their challenge rating (or CR) system.

3. Rulings over rules to me means a rules-lite game that relies on GM rulings in the absence of rules or clear rules. I want a rules-lite game that gives the GM more flexibility. 5e has too many rules I don't like and would like to play without, like furries, skills, monks, and charisma checks to have a conversation. 5e doesn't give the GM clear permission to do what they want to the 5e rules. I think it shows a lack of confidence in the customer.

4. 5e puts talks about three pillars of game play, combat, social interaction, and exploration, but it's clearly heavily weighted towards combat. In 5e, exploration is crap. 90% or more of the books are dedicated towards combat, and 5e combat is BORING. Few rules are dedicated to say, hex crawling. In fact, the core books give no instruction on how to run a hex crawl. Exploration is about tension, mystery, and discovery, but some basic character features allow players to NEGATE the risks of exploration, which eliminates the risk reward aspect of exploration and make it lame. Examples: 1st level Rangers who can negate movement penalties in difficult terrain and can't get lost except by magical means, the Outlander background who can always recall maps and general terrain and can always forage enough food and water for 5 people per day if the biome has food and water, and lets not forget the 1st level Goodberry spell. At least Create Food and Water is a 3rd level spell, geez. There are no rules for running a dungeon crawl either. I challenge you to put together a presentation for GMs on how to run a dungeon using ONLY what's in the 5e core books. 5e even has concepts like passive perception so that the GM can play your character for you and tell you when you notice something even when you don't state you're looking for anything. 

5. Too much like a Computer Game? Video games are a medium of art with their own limitations and conventions, like needing to follow a script, having overly designed character builds, an excessive catalogue of player options, High and easily replenishable HP, and an emphasis on game balance. I don't like that some of these computer game-y ideas are prevalent in my table top RPGs either. One of the advantages of paper and pencil RPGs is DIY! Why are people buying supplemental books when they can just DIY? I don't know. I have my fair share of books I don't need.

Fantasy Adventure Guilds for RPGs

Historically speaking, the entire purpose of a guild was regulation of goods and services.

Diegetically speaking, Elder Scrolls III Morrowind's three Imperial Guilds for adventurers, the Fighter's Guild, the Mage's Guild, and the Thieves' Guild, which were ALL very clever because they were all implemented by the government, yes even the Thieves' Guild, to control the more dangerous elements of the society by channeling their dangerous behaviors rather than just imposing laws to restrict their more dangerous behaviors.


The Fighter's Guild was implemented to control independent mercenaries and give wayward soldiers and vagabonds something productive to do and keep them from becoming brigands. Membership grants you training, an income, work that is productive for society, opportunities for advancement and a good reputation, etc. The fighter's police themselves.


The Mage's Guild is like the Fighters Guild, but there's the addition of what is considered acceptable magic and unacceptable magic. Now your mages are restricted from doing the "bad magic" to keep their membership. The mages police themselves.


The Thieves' Guild is the most clever. The Thieves' Guild is the ultimate government psy-op. Members are given expectations about what crimes are OK, and what crimes are not OK. This means thieves' guild criminals are less dangerous than non-member criminals who have no such rules. Further, if you're in the thieves' guild and you get caught by the law, the guards will accept bribes and let you go to thieve again. If you're not in the thieves' guild, the guards will NOT accept bribes. Independent criminals and competing criminal organizations cannot compete with the thieves' guild. The thieves' guild police themselves and they police other thieves' without even trying. Additionally, by accepting bribes from the thieves' guild, the government just found out how to tax crime. 


All these organizations are incentivized to keep their charter, which is the document from the government that permits them to operate, by operating effectively. If they go rogue or fail to operate effectively, the government does some culling or some quality control for the members and leaders.

Tuesday, April 9, 2024

Track the value of money, not the types of coinage

If money in D&D has a gold standard, then instead of tracking the number of gp you're carrying, the number of sp, the number of cp, etc., you just track the value of gp you have instead. Example, 1 cp = 0.01 gp, 1 sp = 0.1 gp, 1 ep = 0.5 gp, and 1 pp = 10 gp (all values based on 5e PHB). So 5 cp = .05 gp and 9 sp = .9 gp. Therefore, if I had 5 gp, 9 sp, and 5 cp, why not just write down 5.95 gp? If the cost of most goods and services are based on GP, then no depth of gameplay is lost. 


Pros:

  • Players are already programmed to track only one value for their money by video games, so they don't have to learn anything new.
  • Reading that I have 5.95 gp is faster and simpler to understand and to communicate than reading that I have 5 gp, 9 sp, and 5 cp.
  • Save time on conversions.
  • Simplify your character sheet. Get rid of useless coins like ep, the fifty-cent piece of D&D, and cp, the penny of D&D.
  • Players can get good at math if they suck.


Cons:

  • Loss of flavor for people who value it. Note that a PC can be assumed to be carrying different coins.
  • Probably not compatible with VTT or digital applications.


Charisma Checks suck

 Dump Charisma checks!


Sunday, March 17, 2024

D&D 5e Economics

What is the first think you need to know about economics?

If your economy has a gold standard, meaning the value of everything is based on how much gold you can trade for it, then **you need to establish the value of a gold piece in your setting** and the most intuitive way to do this is to determine what is fair pay for an honest day's labor. This is how an individual knows what their labor (meaning their skill, knowledge, and time) is worth, and therefore they know how much of their labor they are trading for a meal, a drink, and a room at the inn, or rent. For example, in real world US dollars, federal minimum wage is $7.25/hr. If you earn minimum wager and if a burger and fries costs $7.25, then you know you're trading an hour of your labor for this meal. Actually no, taxes. Nevermind.

You also need to establish the value of other trade goods, like spices, tobacco, wine, wood, cloth, other materials, beasts of burden, land and property, food, drink, etc. That sounds pretty effortful, but it's all based on the idea of how much gold or labor is fair to trade for it.


Data

Let's look at some numbers from chapter 5 of the 5e PHB and Chapter 6 of the 5e DMG (why not 5e?) to get an appreciation of the value of a gold piece to a person in the 5e setting.

1 gp = 10 sp

1 gp = 100 cp

(we can also write these coinage conversions as 1 gp = 10 sp = 100 cp)


An untrained hireling (assume this is an ordinary peasant laborer or servant) earns 2 sp / workday (let's ignore how many hours are in a workday). 

A person living a squalid lifestyle spends an average of 1 sp / day on expenses such as food, water, shelter, clothes, etc.

A person living a poor lifestyle spends an average of 2 sp /day on expenses

Note that lifestyle expenses do not explain if the expense is the cost of YOU or the cost of YOU AND YOUR FAMILY.

A night at a poor inn is worth 1 sp (ouch), squalid is 7 cp per night

A gallon of ale costs 2 sp (ouch again), 4 cp per mug (I assume the poor drink really watered down stuff considering they spend 6 cp on "Meals (per day)" per page 158).

A loaf of bread is worth 2 cp.

A "hunk" of cheese is worth 1 sp (ouch! Can I assume this is the equivalent of buying a block of cheese from the grocery store?)

A "chunk" of meat is worth 3 sp (son ova! Can I assume this is the equivalent of picking up a cut of steak or some ground beef at the grocery store?)

(A sandwich must be expensive in faerun. Good thing I don't live there.)


A skilled hireling (assume this is a skilled laborer or tradesman, likely still a member of the peasant class) earns 2 gp / workday

A person living a modest lifestyle spends an average of 1 gp / day on expenses

A person living a comfortable lifestyle spends an average of 2 gp / day on expenses


Analysis

"Rations (1 day)", weighs 2 lbs, although an adventurer only needs 1 lbs of food per day (reference Chapter 8, Adventuring, section Food and Water on page 185), is worth 5 sp. Really think about this one. 5 sp is the same as 50 cp. 50 / 2 is 25. If a chicken costs 2 cp, then you can buy 25 chickens for the price of 1 day of ration. Poor people spend 6 cp on meals per day. 1 day of rations costs 8 times more money than a poor person spends of food per day. Rations which is defined as an allowance of a commodity during a shortage! The 5e books do not give the weight of a chicken, but I googled it and got a result of 5.7 lbs. Let's round down to 5 lbs because the people of faerun aren't using steroids on their chickens. You can buy 5 lbs of food (one chicken) for 2 pieces of copper, or you can buy 2 lbs of food (one days rations which the book describes as jerky, dried fruit, nuts, and effing HARDTACK) for 5 pieces of silver. Someone is being exploited, and I think it's the idiot adventurers. Call it murder-hobo tax.

As an exercise, look at Maintenance Costs table of page 127 of the 5e DMG. An abbey cost 20gp to maintain per day and requires 5 skilled hirelings and 25 untrained hirelings (30 staff). If 5 skilled hirelings worked full workdays, they would earn 2 gp each and cost 10 gp total per day. 25 Untrained hirelings working full workdays earn 2 sp each for a total of 50 sp per day. 50 sp equals 5 gp. The total cost of your staff is 15 gp per day. Where are the other 5 gp of daily maintenance costs going? Well, this table doesn't have a supplies cost, but we can assume supplies may include food and lodgings for the staff because it's common for the staff of an abbey to be a live-in staff.

Chapter 5 of the PHB has a table for Food, Drink, and Lodging. "Meals (per day)" says 3 sp for a modest lifestyle, and 6 cp for a Poor lifestyle. Notice that people living a modest lifestyle spend five times more money on food than the poor. Our abbey has 30 staff. 30 * 3 = 90 sp. That's 9 Gold, so the abbey probably isn't feeding these guys this well. 6 cp * 30 = 180 cp which comes to 1 gold, 8 silver.  Sounds better. We still don't know about the other 3 gold, 2 sp cost of daily maintenance. 

The same table also says Inn stay (per day) is 7 cp for squalid, 1 sp for poor. We can assume the abbey is not providing inn service for profit, and if the staff is live-in, then laundering beddings and clothes is part of their duties. I would just assume the cost of soap, which is 2 cp, but we can't quantify how much soap is used based on the information in in the PHB, and so we can't say what the total cost of soap is. I'm just going to shrug and throw my hands up at this point.  That other 5 gp allows you to assume some loosey-goosey other stuff. It works perfectly well for your pretend elf-game needs, and that's the point.


Conclusion

I think the costs of things given in the 5e books are inconsistent but functional for a game. Most importantly, I can't say prices are intuitive so that I can't intuit the value of any damn thing and I have to look it up. I think it's fair to say people are easily POOR or worse in Faefun. I mean this game doesn't even tell me about EFFING TAXES. Could I do better at designing an economy in my own fictional setting. I think I could, but it would take me as long as it took Tolkein to write his books. I think what would really strains my suspension of disbelief (if I actually cared about economics) is the cost of adventuring rations vs the cost of meals per day for the poor. And you know what, I say 5e a lot, but for all I know these tables could go back to the first edition in the 1970s and maybe they haven't been updated since. I don't know if any of this data is based on real world data, and if so, how much of it is based on real data and how much is arbitrary.


Proposals

Proposal 1. Make all food and drinks cost 1 cp minimum and 2 or 3 cp maximum. Remember a whole chicken is worth 2 cp in the rules. People cannot break money down into amounts smaller than 1 cp without bartering. So, when a restaurant puts a dish together to serve to a customer, the amount of food in the dish will be based on what is equal to 1 or 2 or 3 cp worth of food and service (cooking, cleaning, waiting on customers). A poor person spends 6 cp on food per day. Assuming three meals a day, 6 cp divided by three meals is 2 cp. This makes the math simple.  If a tavern serves you some drink, they give you a minimum of 1 cp worth. 1 cup of ale is 4 cp, making ale a drink for a special occasion. The taverns probably water their ale down into grog unless you ask for ale to be served without being watered down. 

Proposal 2. Hand wave all inconsequential expenses and don't worry about this minutia. It's easier, and players don't really care as long as it feels fair and plausible. 

Proposal 3. Assume players have been throwing money around and making minor transactions all day, and just have the players deduce from their money the amount based on the lifestyle they choose to live by for each day they spend in a town or city, with a cap of Poor for a village. This is also fair and simple.

Proposal 4. Come up with your own fictional currency, like the shilling, farthing, doubloon, or whatever. Work out your own values for everything from the ground up. You can make something more intuitive and therefore easier to use, you won't have to track types of coins, you won't have to do any conversion, and it can give character to your setting, but it's probably effortful.


Recommendations

Proposals 2 and 3 together, or just eff it.

Tuesday, February 6, 2024

Custom Pokemon for Rom Hacks

I have an idea for custom Pokemon feature in a pokemon Rom hack, were I to make one. Let's face it, I won't. Note that I know nothing about coding. I assume that if you have a rom-hack making tool, there is probably a wysiwyg (what you see is what you get) user-interface like RPG Maker with an option for writing code. Either way, I expect this to be laborious, possibly too laborious for something that players might dismiss as a gimmick that would also likely be incompatible with the games trading mechanic if the players somehow find a way to work that. I can also see players boxing the custom starter.

Here's the in-game premise for your custom pokemon: Your pokemon professor / researcher mentor character is studying genetic engineering of pokemon. Assume some deep lore that this pokemon researcher used to work with the guys on Cinnabar Island who attempted to clone mew and who made mewtwo. He wants a young pokemon trainers (like the plyer character) to gather data for his genetically created pokemon for him by training it. At the beginning of the game, he gives you a starter pokemon with specifications that the player chooses. The options are: Type, sprite, cry, a stat to be good at, and a stat to be poor at.

"What type is it?"
A1. Fire
A2. Water
A3. Grass

"What should it look like?" The game gives the player a list of options related to appearance. A custom sprite or re-purposed sprite applicable for the description chosen by the player will be applied to the custom pokemon at the end. By default, there could be 3-8 choices. Samples descriptions for choices are below which I'm basing on the 8 or 9 menu sprites that Gen 1 made for pokemon. Player choice affects back sprite, front sprite, menu sprite. 
B1. Plant
B2. Beast
B3. Serpent
B4. Bug
B5. Winged / Bird
B6. Cute
B7. Cool
B8. Aquatic / Marine
B9. Fissile or Egg
B10. Odd shape (pokeball shape like Electrode)

"What should it sound like?" This is the choice for its cry. For the in-game descriptions for the players to choose, I'm basing these on the descriptions the games used to give to moves from the beauty contests.
C1. Tough
C2. Cool
C3. Beautiful
C4. Smart

Next the game is going to ask you two questions to generate what kind of stats and move sets the pokemon has. For reference, this idea comes from Kingdom Hearts 1. 

"What should it be good at?" If the player chooses a pokemon good at attack, their starter will get a slightly higher Atk and Speed. If they choose to be good a Special, they get a slightly higher Special. If they choose to be good at Defense, they get a slightly higher Def and HP. 
D1. Attack
D2. Special
D3. Defense

"What should it give up in exchange?" This will offer the player two options for the stats they did not pick in the previous question. If they choose Attack, their pokemon's Attack and Speed go down slightly. If they choose Defense, their defense and HP go down slightly. If they choose special, their Special goes down slightly.
If Player chose D1, offer choices E2 and E3 now. If player chose D2, offer E1 and E3 now. If player chose D3, offer E1 and E2 now.
E1. Attack
E2. Special
E3. Defense

For it's stats, if you want to add a fourth option for speed, you could, but the more options you make available to the player, the more complicated this becomes for the designer. 

One possible way this all comes together is in your games pokemon database / index is this; You'll have a number of spaces reserved for the different combinations of your player's choices based on the type they chose, the stat they want it to excel at, and the stat they want to give up. Each combination gets its own list for moves learned by level up and moves learned by TM / HM / tutor. For each type (Fire, Water, Grass), 18 spaces will need to be revered for a total of 54 spaces. I hope you copy paste efficiently. The combination of choices will look like this for just one type:

Pokemon Index Numbers
152
153 Combination D1, E1
154
*NOTE: in the Combination above D1 is to be good at Attack, E2 is to give up being good at defense.

155
156 Combination D1, E2
157

158
159 Combination D2, E1
160

161
162 Combination D2, E3
163

164
165 Combination D3, E1
166

167
168 Combination D3, E2
169

For each combination, the first index number is for the first form, the second index number is for the intermediate / second form, the third index number is for its third / final form. The second and third index numbers have a higher base stat total, the move learn levels are delayed, etc. If breeding is an option in your generation, then the combinations would also have an egg group associated and breeding compatibility.

Next the game will apply the sprite and cry to that pokemon based on the players other two options. For the sprite's colors, the color pallet will depend on the type. If all pokemon in gen 1 games have 4 colors, [white, black, color 1 (or light grey) and color 2 (or dark grey)], color 1 could be blue for water, and color 2 would be a color that suits being paired with blue.

Finally, the game will ask the player to name their pokemons species and then offer the player to offer it a nickname. The game will apply the player's input to the index numbers for the combination the player chose. All indexes will have a generic description that based on the choices the player made for its stats, something like "A genetically created pokemon! It is strong but does not appear to be that smart / bulky." The player's custom pokemon is complete.

When the pokemon is added to the players pokemon roster/team, Stat IV's will be generated as per normal.

Now, for the Rival's pokemon! If the player chooses pokemon number 152, have the game give the rival pokemon 1xx. Work that out however you feel it's appropriate. If the player chooses to have high attack, maybe the rival should get a pokemon who sacrifices either attack or special but keeps defense. If the player chooses to have high special, maybe the rival chooses to sacrifice defense and keep special. Etc. Give the rival's pokemon a species name from a database of 10 to 20 pokemon names (Cait Sith, Balrog, Titanoboa, or good names, whatever). Choose a sprite and cry that the player did not choose and apply that to the index number. Call it a day.