Showing posts with label systems. Show all posts
Showing posts with label systems. Show all posts

Friday, January 6, 2017

Why I'm Not Using XP for Dragon Age

Page 32 of the Dragon Age core rulebook

One of the first things I noticed when reading the core rulebook was the passage above, which made it clear that there were two, equally acceptable ways of advancing characters during play.  The first one presented was the lesser-seen option (at least in many other games) of simply awarding a new level after major events have occurred and enough obstacles have been overcome.  This method relies largely on the GM to be aware of how much has happened and when everyone is ready for new abilities.  It also requires a trust in the GM that not all groups have.

The second option written about was the standard way of awarding experience points, to be tracked per character, based on obstacles faced and the difficulty PCs had in overcome those obstacles.  I am well acquainted with XP points after many years of playing other systems, notably D&D, where XP can pile up quickly.  I am also duly fatigued and unimpressed with this mechanic, and have seen it increasingly as a sacred cow and a throwback that is far less necessary than many people believe.  

This is not to say that anyone is wrong for using them or liking them.  There are players who are genuinely jazzed to receive points at the end of encounters, as one more sign of what their character has gained.  There are groups that have reasons to put less trust in their GM's discretion regarding leveling, and there are GMs who certainly appreciate the guidance that XP provides.  There are folks who want to keep that old-school vibe going, as well, and that nostalgia can be a major reason why they show up to the table.  It can be quite important.

But the arguments for clinging to XP break down in a number of ways once they're examined, not just closely but with an eye toward more modern gameplaying.  First and foremost, in systems like Dragon Age XP does not act as a currency.  You do not buy abilities or anything else with it; it simply piles up until you reach the next threshold.  Thus, you can measure advancement in others ways without the number-crunching and be just fine.  The numbers don't have the sheer substance that they do in point-buy games.

For group play, XP can often complicate matters because characters are likely to advance at different rates.  If someone can't make it for a session or if a character can't make it into the fray, the character won't gain anything while the others gain points toward the next level.  The more this happens, the more behind they will be.  And if the GM decides to award the whole party the same amount of experience regardless of participation, then the reward factor per person is likely to diminish.  It can seem less satisfying if everyone is getting the same amount no matter what.

Some will say that XP allows GMs to reward players who participate more with a special bonus, thus encouraging healthy competition and role immersion.  XP is an incentive to roleplay and take risks.  That may be needed for some players, but each GM needs to consider who they are running for.  I have not run for anyone who needed such incentives for over a decade.  If you show up at my table, you know what you're there for - and you want to be there to be a character, explore a world, and do stuff.  If you don't want to actually get involved, you won't last long in my games.  That is just the stone cold truth, and honesty is necessary here.

Likewise, some cling to XP as a mechanical sign that the players have made choices that really matter and have real results.  I can definitely see this point of view; roleplaying games should generally translate in-game concepts into out-of-game mechanics.  That's part of what they do for us.  The video games had XP so you could see how close you were to your next round of character upgrades.  The computer kept track of every piece of XP for each character, but characters tended to level within a few encounters of each other, so it all worked out behind the scenes.  

But do GMs really have to spend time doing the same work as the computer in this case?  If a game is run as a complete experience, then there will be many signs that players have changed the scenario.  NPCs will act differently.  Nobles might rise or fall because of the PC's interference.  If Dragon Age has shown us anything, it is that the tide of historical events can be shifted by a group's dogged efforts.  Likewise, there will be many other rewards, from gear to followers to titles.  The core rulebook supports a wide variety of results that will be far more directly useful during play than XP points.  

In a system in which XP is not an actively used to build up a character on a point-by-point basis, it loses a lot of luster.  Retaining the mechanic can satisfy the habits that many of us have obtained after years in other systems, and can help many groups, but might not be doing as much as you believe for the actual feel and flow of your game.  If the GM can be trusted to run fair scenarios, then the GM can likely be trusted to gain an idea of when the characters are ready to advance.  If the group communicates well and openly, the worry of going too fast or slow can be mitigated, if not eliminated outright.  And if you've never thought about it much, perhaps now is a good time to start.

One of my core precepts as a gamer and designer is that sacred cows aren't sacred to me.  I have found that it is worth examining underlying assumptions we take for granted in our games, whether they are older or newer.  It is worth questioning value judgments we have made years ago or simply gone along with because some things do change.  It can open up our styles to experiment, and in this case, the core rulebook presents the option to do so.  I got rid of XP in D&D some years ago without considerable trouble, and it saved time that became increasingly precious as my life became more hectic.  Nate has told me he is fine if we never use it again in any system (except ones like WoD, where you spend the points).  

As our DA game progresses, you will not hear about XP awards and now you know why.  If you have experimented with leaving XP behind, or if you have other thoughts to share, feel free to comment.  I am by no means telling anyone how to play or feel, but I am inviting folks to examine the issue and their first reactions objectively, to experiment if their groups agree, and to take nothing for granted as necessary to their experience of gameplay.  If you, like me, are struggling to find time and energy to partake in your favorite hobby, you owe it to yourself to look at all ways you spend your time and energy, and to be honest about how much it is worth it to keep up that running tally on a character sheet that will change numbers but do little else.

Monday, December 26, 2016

Drow in Dragon Age

Meme from the cover image of my book

I was asked to translate drow into Dragon Age for a fellow gamer over Christmas, so I decided to take the opportunity to try my hand at creating backgrounds for the first time.  I've tried to tie dark elves/drow into lore for the setting, and I have converted the tribes of drow I have created for my book, Drow of Porphyra, since they can fit rather well.  Below is my first draft.  Do let me know what you think and if you have any suggestions!

Rumors claim that a splinter group of elves fled below the ground as humans first spread through Thedas.  They journeyed beyond the dwarven kingdoms, to the far edges of the deep, going further than any had dared live before.  They were not close to the veins of lyrium that are thought to have stripped dwarves of magical potential.  Indeed, their facility with magic kept them alive and made them dangerous after centuries spent in the darkness.  

Rather than continuing to revere the elven pantheon, the drow first turned to the Old Gods.  When the Old Gods went silent, they had a schism as to how to continue and split off into different tribal groups.  Some drow strongholds have sided with the darkspawn while others have resisted or avoided them.  Each tribe of drow has its own culture and relations with the others, given how far-flung they are from one another.

Most drow tribes trade with the dwarves and will accept surface elf refugees who become initiates to their ways.  They refused to aid their distant kin against the Imperium or the Exalted Marches but did not turn away converts.  They have gone to the surface only sporadically or secretly (or both), since they are loathe to suffer the ill treatment their surface brethren have gotten used to.

The Karza tribe worship the Archdemons and prepare for the next one to take power between Blights.  They enjoy acceptance by the ravening hordes of the darkspawn and are capricious and cruel, themselves.  Having taken over some of the deepest pits away from the sun, they have developed dark black skin tones but whitened hair and whitened or red colored eyes.  They have an affinity for vermin and raise huge spiders as mounts and guardians.  They  snatch up slaves whenever they can to provide labor and amusement.  Even though the Karza breed quickly and have no shortage of their own numbers, they often attack one another and believe that their might makes it right for them to keep slaves.

If you choose to play a Karza drow, modify your character as follows:

Add 1 to your Strength ability.  
Pick one of the following ability focuses: Strength (Intimidation) or Cunning (Poison Lore).
You can speak and read Elven and the Trade Tongue.
Choose a class.  You can play a mage, rogue, or warrior.

Roll twice on the Karza Drow table for additional benefits.  Roll 2d6 and add the results together.  If you get the same result twice, re-roll until you get something different.

Karza Drow
2d6 Roll     Benefit
2                 +1 Strength
3-4              Focus: Dexterity (Traps)
5                 Focus: Strength (Climbing)
6                Focus: Perception (Tracking)
7-8             +1 Perception
9                 Focus: Cunning (Deception)
10-11           Focus: Dexterity (Stealth)
12               +1 Cunning

The Nalbrezu tribe revere the Fade itself as an embodiment of darkness, mystery, and secrets.  They adhere to a strict Code which enforces loyalty to one another above all other things and maintains their hidden culture.  They shun the darkspawn and spend more time above ground than most drow.  They regularly infiltrate other races for intelligence, supplies, and fun, and often have ties or positions in criminal organizations.  This is easier to do since they generally have brown skin tones, normal eye colors, and shape their ears from an early age to appear more human-like.  They do not take slaves per se, but anyone who owes them enough money or services could end up being claimed as indentured servants.  Surviving that experience and finally getting free of it is by no means simple.

If you choose to play a Nalbrezu drow, modify your character as follows:

Add 1 to your Dexterity ability.  
Pick one of the following ability focuses: Communication (Disguise) or Dexterity (Stealth).
You can speak and read Elven and the Trade Tongue.
Choose a class.  You can play a mage, rogue, or warrior.

Roll twice on the Nalbrezu Drow table for additional benefits.  Roll 2d6 and add the results together.  If you get the same result twice, re-roll until you get something different.

Nalbrezu Drow
2d6 Roll     Benefit
2                 +1 Communication
3-4              Focus: Strength (Intimidation)
5                 Focus: Perception (Searching)
6                Focus: Dexterity (Acrobatics)
7-8             +1 Cunning
9                 Focus: Cunning (Evaluation)
10-11           Focus: Communication (Deception)
12               +1 Dexterity            

The Xelusine tribe worship great demons of sin, namely desire, greed, sloth, pride, and corruption.  Hedonistic as a whole, these drow produce and seek pleasures of all kinds, especially the most forbidden.  Their doctrine calls on them to nurture sins in others as a way to open their eyes to their true purpose.  Thus, they journey to the surface and masquerade as other races in order to serve sin.  Like the Nalbrezu, they have alchemical means to affect skin and eye colors temporarily (and not without some dangers).  They also work well with the Nalbrezu and enjoy a long-standing truce with the tribe.  While some Xelusine choose to follow the Archdemons, few wish to give up their riches in order to plunder with the foul darkspawn.

If you choose to play a Xelusine drow, modify your character as follows:

Add 1 to your Communication ability.  
Pick one of the following ability focuses: Communication (Seduction) or Perception (Empathy).
You can speak and read Elven and the Trade Tongue.
Choose a class.  You can play a mage, rogue, or warrior.

Roll twice on the Xelusine Drow table for additional benefits.  Roll 2d6 and add the results together.  If you get the same result twice, re-roll until you get something different.

Xelusine Drow
2d6 Roll     Benefit
2                 +1 Communication
3-4              Focus: Communication (Persuasion)
5                 Focus: Constitution (Drinking)
6                Focus: Dexterity (Initiative)
7-8             +1 Perception
9                 Focus: Communication (Gambling)
10-11           Focus: Cunning (Brewing)
12               +1 Dexterity        

The Strivog tribe worship entropy.  They use every part of a carcass they can for their survival, but for their own dead they create ornate resting places with carefully arranged and carved skeletal displays.  The Strivog believe that the deceased and those closer to death belong to them, and will abduct (or trade for) the ill, the mad, and other undesirables to serve them.  They also attract zealots of other races with their religion of decay and preparing for an afterlife.  Since they appreciate objects that withstand the test of time, they make and collect fine crafts.  They are also educated highly and according to some of the most strict methods in all of Thedas as a part of a rigid society.  Of all the tribes, the Strivog have dwelt closest to lyrium and have experienced a slowing of their fertility.  As a result, they often abduct Karza and Xelusine drow, who are always in abundant supply.

If you choose to play a Strivog drow, modify your character as follows:

Add 1 to your Cunning ability.  
Pick one of the following ability focuses: Cunning (Arcane Lore) or Willpower (Self-Discipline).
You can speak and read Elven and the Trade Tongue.
Choose a class.  You can play a mage, rogue, or warrior.

Roll twice on the Strivog Drow table for additional benefits.  Roll 2d6 and add the results together.  If you get the same result twice, re-roll until you get something different.

Strivog Drow
2d6 Roll     Benefit
2                 +1 Cunning
3-4              Focus: Magic (Blood)
5                 Focus: Cunning (Research)
6                Focus: Strength (Smithing)
7-8             +1 Magic
9                 Focus: Magic (Entropy)
10-11           Focus: Cunning (one of the following: Engineering, Historical Lore, Military Lore, Natural Lore, Poison Lore, or Writing)
12               +1 Willpower             

Wednesday, November 30, 2016

Slave Prices in Ancient Tevinter

Fenris: I didn't realize you were in the market for a slave.  Hawke: A.) I will pay her.  B.) Slaves are useful.

In our first tabletop session of Dragon Age, the questions came up: How much would a single slave cost?  Could someone who is not a noble afford one, if they were so inclined?  Since it was a serious inquiry on behalf of the player character, I looked into it at the first opportunity.  A search of the wiki brought up nothing when it came to actual pricing.  A search of the internet came up with an old thread on the now defunct BioWare forums (I had to use the WayBackMachine to read it).  The thread was mostly full of bickering, with very little discussion of the economic aspects.  

I am still getting a handle on the currency and value system in Thedas, so I started asking around on RPG.net, the Green Ronin forums, and a Dragon Age group of Facebook.  I was curious to know what people would use to establish a baseline price.  Some folks turned to historical figures from the real world, which is understandable.  Others turned to the value of other types of property in Dragon Age, such as magic items or horses.  Some referred to the video games, while others referred to food and lodging costs in the tabletop core book.  All in all, I was glad and proud to see folks taking the question as an academic, fictional exercise.  Nobody got nasty or pointed fingers.  The conversations stayed adult and helped give me a lot of food for thought.

I am no stranger to gameifying slave costs for a tabletop campaign.  I had to do it for D&D years ago, but I was much more familiar with the monetary system and values at play.  I am also working in a historical period set well before any of the video games or novels, during a time when slavery in Thedas was the norm and not done on the sly.  While I don't want to deal with complex formulas and every possible variable, I do want some variation based on a few factors.  So I went back to my chart for D&D and started fiddling with it, adjusting it for the races, classes, and stats of Thedas.  

I decided against trying to fall in line with real world historical precedents and to stick with the game's setting, instead.  There are too many societies that have had slaves and too many variations in the prices in the historical record.  From there, it seemed best to start with the basic wage a day laborer would earn as a baseline figure.  The cost for a meal and a stay at the cheapest inn is 10 cp, so that seemed like a reasonable daily wage.  Based on a suggestion on RPG.net, an average day laboring slave would cost 600 days' worth of the daily wage at the time.  In Thedas, this means the slave would be paid off and begin to generate profit after about two years (and would start at a price of about 60 sp).

In ancient Tevinter, I've already established a few things: First, dwarves are never sold as slaves by the empire, not even the casteless.  That is due to their rock-solid dealings with the dwarven kingdoms (and the dwarves' desire to keep the casteless close by and desperate enough to do their dirty work).  Secondly, mages are not sold as slaves, period.  If they are punished with servitude for some kind of wrongdoing, they are placed under the control of a senior mage, but no mage is sold out of fear of what the local Circle would do.  Elven mages are slain immediately upon discovery.  That eliminates some basic choices but leaves plenty to work with. 

In a previous post, I established that the entire elven race is kept in bondage.  They alone cannot earn freedom after a period of service or have it bestowed upon them by a master's death.  Any elf born is an elf raised in slavery.  While this is grim for the elves, it also reduces their overall value since they are far more plentiful as slave stock than humans.  The Qunari haven't made a real appearance yet in 800 TE, so they are not available.  And since humans can be sold for terms of indentured servitude that will end, that will also have to be accounted for, since they will eventually have to be replaced.  Based on all of the above, I have come up with the following:

RaceBase PriceClassesBase PriceLevelMultiplier
Dwarf-----Mage------1-----
Elf15 spRogue20 sp2x2
Human30 spWarrior30 sp3x3
Qunari------NPC Combat15 sp4x4
NPC Non-combat10 sp5x5

The base price is established by adding the cost for race to the cost for class and then multiplying by the slave's level.  Then, that figure is adjusted based on the slave's stats, age, and term of service (for humans).

StatisticsAdjustmentAge and AdjustmentHuman Adjustments
Weak -2Subtract 30 - 50%Child: -5 to 20%Permanent slavery: +50%
Slow -1Subtract 10 - 20%Adult: no changeTerm of service (less than 10 yrs.): -20%
Average 0No adjustmentMiddle aged: no changeTerm of service (more than 10 yrs.): -10%
Gifted +1 - +2Add 10 - 20%Old: -25%
Exceptional +3 and upAdd 30%, + 10% per point above 3Venerable: -50%

Some institutions or individuals are so wealthy that they can afford to buy slaves in bulk.  Generally speaking, a lot of slaves is assembled from a group of people with below average and average statistics.  Most lots are made up of the same type of slave, from one race and one class, at first level.  Individuals with player character classes are not usually included in bulk sales.  When purchased in large lots at once, the price for all of the slaves is totaled and then reduced as follows:

50 slaves = 5%  
100 slaves = 10%  
200 slaves = 15%
300 slaves = 20%
500 slaves = 25%
1000 slaves = 30%

Last but not least, Investigating the seller(s) and market ahead of time with a successful Cunning: Evaluation or Research test could grant a small bonus to the haggling check.  The final deal is sealed with a Communication: Bargaining test to try to reduce the final price one more time.  Communication: Deception or Persuasion tests or a Strength: Intimidation test might be substituted, instead.

For most Soporati citizens of Tevinter, it is not worth the upfront price or the extended risks to own slaves.  It is easier to hire voluntary workers when and if they need them.  Likewise, it should be noted that some citizens would rather not own people and find slavery less than palatable in their daily lives.  As a way of repaying crimes, it is acceptable to most; beyond that, many are glad not to participate directly.  A few of the lower class will purchase individual slaves as status symbols or as a kind of family heirloom (or even out of hidden affection or a desire to make sure they are treated well enough), but they are not the norm.

Hopefully this guide will provide enough variation without being overwhelming, and can be easily altered for other historic periods or conditions, if anyone needs prices for their games.  

Please keep in mind that this is entirely fictional and is not meant to advocate for slavery, past, present, or future, in any way.

Saturday, November 5, 2016

Sex and Romance in Thedas - Pregnancy and STDs

"My mother, Mara...she left Gamlen before I was born.  He was so fixated on finding that stupid gem, I doubt he even noticed she was gone."


At the request of dediledi, I offer this overview of pregnancy, birth control, and STDs in the Dragon Age tabletop game, with some baseline rules to start from.  None of this is covered in the book for a number of reasons, but since my own games tend to be open in these ways, it was worth some time and consideration.  I tried to base everything on what I have seen and known in the video games but have had to extrapolate from relatively little, so most of this is my own invention.  As always, your mileage may vary, and you should tailor everything to suit your group's desires.

CONCEPTION

There are a number of things to consider about conception in Thedas.  First, it is a harsh world with many hardships that can affect fertility rates, even in healthier young people.  A hale, physically mature couple must succeed a Constitution (Stamina) test [TN 11] in order to conceive (the TN can increase as circumstances worsen).  Secondly, it is far more difficult to conceive with a member of another race.  While half-breeds are possible, they are notably rare.  Not only must a couple succeed on their Constitution test, but the mother's Dragon Die must be a roll 1-3 in order for conception to occur.  Lastly, surviving the Joining ritual renders Grey Wardens largely barren.  In such a case, partners must succeed and the mother's Dragon Die must also roll a 1.


BIRTH CONTROL

One herbal birth control method is mentioned in the video games in the form of fresh witherstalk sap, and it's likely that there are other herbs that will do the job with varying levels of effectiveness.  Mages like Anders and Wynne mention knowledge of such things and mages are likely to pick up the lore because of their training, but any character who knows herbs can learn these secrets.  Those who are trained in chirurgy tend to produce the best results when concocting birth control methods.  Most common (tier 1) herbs will raise the TN for the encounter by 1 category.  Medial herbs (and most barrier methods) raise the TN by 2 categories.  Rare herbs or multiple methods will raise the TN by 3 or 4 categories at most.

Barrier methods involving sponges, leaves, cleaned intestines (the first condoms, historically) and gums could work when paired with natural spermicides like honey and lemon.  All of these will probably fare better than relying on the withdrawal method (which raises the TN by 1 category but only prevents pregnancy if the Dragon Die reads 1-3).  To keep things simple, only one Constitution roll needs to be made per encounter (whether it lasts the night or an hour) when using a birth control method other than withdrawal.  

And if all else fails, there are bound to be natural abortifacients in the environment.  Rashvine Nettle stimulates mother's milk when ingested in a weak tea, but could be used in high concentration to induce miscarriage (similar to silphium in the real world).  Those trained in poison-making will produce the safest abortive methods, with fewer serious side effects.  Weak abortifacients will generally call for a Constitution (Stamina) test TN 15.  They only tend to work on very early stage pregnancies, however.  Potent draughts like those created via poison-making can be anywhere from TN 9, 11, or 13 (for Master, Journeyman, or Novice recipes).  Failure in this case means a continued pregnancy.  

These methods might be openly available, open secrets, hidden, disdained or banned outright, depending on the era, location, and culture.  Post-Blight dwarves, for instance, struggle for fertility, so any lost child is a blow to the community and abortion is a crime against a noble house.  Elves tend to be similarly disapproving, except in cases of interspecies breeding or during slavery, when abortions were encouraged (but strictly forbidden by Tevinter masters).  It is an ugly secret that mages under ruthless Chantry leaders have been encouraged or even forced to abort, out of fears that they will produce magic-using offspring.  In Orlais, political saboteurs have been suspected of using abortifacients against pregnant enemies in order to strike at heirs or torment rivals.  But even restrictive societies will provide the option if a mother is discovered to be tainted by darkspawn.  Amongst the lower classes of places like Ferelden and Antiva, neither birth control nor abortifacients are forbidden or terribly rare; they are often regarded simply as personal business.


STDS


Sexually transmitted infections are referred to briefly in Dragon Age II, when Isabela is seen leaving Anders after having yet another need for a cure.  There are no real specifics about the disease itself or the cure, except that it was sexually transmitted and curable.  The core rulebook mentions that elves succumbed to human diseases after first contact, but besides the sickness of darkspawn taint, little is provided in the way of guidance about other diseases.  This is in keeping with the video games, in which the main character was immune from such concerns.  Either way, we can assume that infections and maladies similar to those in Earth's history are circulating in Thedas.  

Since many STDs are asymptomatic in real life, it is reasonable to conclude that they will have few or mild symptoms in Dragon Age.  Burning sensations, swelling, and/or unusual growths are likely to be the most common short-term problems that present themselves.  These might impose small penalties to particular Ability tests until treated.  A character can make a Cunning (Healing) or Perception test to notice if they or another character are presenting symptoms, with the difficulty determined by the symptoms in question.  Asymptomatic characters cannot usually be detected.  A GM can determine if a random NPC has an STD by rolling a Dragon Die.  Results of 1-4 are generally clear, while rolling a 5 indicates a mild STD that is easily cured, and a 6 indicating a harsh STD that is harder to clear up.  Feel free to adjust these numbers as needed.

Constitution (Stamina) checks are made to resist diseases and will apply here.  STDs might not be that powerful in your games, or might only be strong in particular areas; the TN doesn't have to be set very high.  The problem with some STDs is that they are common, so repeated exposure is likely.  Thus, the TN for most STDs will be 11.  Given enough encounters and partners and no precautions, it's only a matter of time before even a hale character is infected.  But adventuring folk tend to be hardier, so they might make it through just fine, even if they have the occasional roll in the hay with strangers.  Others may encounter rare and/or very strong STDs (TN 13 and up) that are easier to acquire with just one exposure.  Likewise, common infections can be completely cured with one dose of the right remedy; rare or persistent ones might require an advanced test and rare herbs.

If cured within a season becoming infected, symptoms from most STDs will clear up in a few days.  If diseases last too long before being treated, then infertility (1-2), miscarriages (3-4), and repeated outbreaks of growths (5-6) are the likeliest results (roll a Dragon Die and see the numbers here), and penalties to rolls might become permanent.  The Regeneration spell cannot cure an STD outright but it can reduce symptoms for a limited time and repair organ damage.  This is only a stopgap measure, however; a real cure is needed to negate the threat.  For this, characters must rely on the land and healing skills.  Thus far, magic has not been able to cure STDs or other illnesses.

Many people in Thedas take a dim view of people who acquire STDs, viewing them as reckless, disloyal, and unsavory.  This is true regardless of their social standing.  In some circles, such as Tevinter military forces, they are simply hazards of the road and are mostly laughed about.  Orlesians can likewise be surprisingly casual and unconcerned about them.  In Rivain, people are more concerned about future health and fertility than condemning someone on moral grounds.  Places like brothels will punish prostitutes that hide their diseases harshly but will also provide remedies without resistance (though the prostitute in question will owe the house, which could present its own problems).  Tevinter slavers might also be inclined to heal slaves that are kept for sexual purposes; other slaves will be out of luck unless one of their own has the knowledge and access to the needed herbs.  


TAKING PRECAUTIONS

There are a number of decisions to be made before any of this is imported into your game.  The first is how much or how little you want sex to be a possibility in-game.  It could be relegated to dice rolls during downtime, or a bit more roleplayed out, or not raised at all, and so on.  The next choice has to do with the consequences, such as whether or not you want STDs to be a risk at all, how much of a risk they should be, and how deleterious the worst ones are.  Is it possible to die from an STD in your game?  Is pregnancy possible for player characters, or just NPCs?  If so, are birth control methods available?  Will the players make their own rolls, or will all or some rolls be kept secret?  Much of what I've offered here might be sloughed away in favor of few and simple rolls.  What matters most is what works for your group.

All of this needs to be discussed with the entire group beforehand rather than sprung on players at the last moment, and everyone should be able to have a say in the final result.  Groups don't have to ban all of it outright to feel comfortable with so many options available.  If everything is reduced to dice rolls but risks are still there, it could reinforce a group's experience of the harshness of Thedas without making players uncomfortable.  If romantic scenes begin with a bit of in-character banter and fade to black once a seduction roll succeeds or a mutual choice is made, this can keep the pace of the game from slowing down.  If pregnancy and STDs are only threats to NPCs, then they will only be background elements.  Feel free to explore the range in this game. 

But keep in mind that the level of risk should be made clear up front to the players, so they can make choices accordingly.  Their characters might not know how scary it can be to have sex in your version of Thedas, but the players should be on board before play begins.  Some players (and their characters) will know the risks and indulge anyway, as we have seen in the real world - and fully informed consent is the key to a good time for all, as we can also see in real life.

Monday, October 24, 2016

Sex and Romance in Thedas - Minions and Organizations

"Blood and desire, in equal measure.  An art I learned from...elsewhere."

MINIONS
See the Dragon Age core rulebook, page 323


Courtesan

Before you go to your wife's bed, there are some things you should know about what she has been saying in your absence, My Lady.

Fixtures in Tevinter's upper crust, courtesans are special ornaments owned by powerful citizens.  They are reared in the finer arts once they are accepted by a courtesan mentor.  Only the most extraordinary slaves are chosen for this education; otherwise, they come from Soporati or Liberati backgrounds.  Since nobles often have little say in marriage arrangements, courtesans are common (and they can be of the same sex with little stigma).  A courtesan's life is tied to their patron's fortunes in any case, so they tend to protect their patron fiercely in the social sphere.

COMMUNICATION (SEDUCTION) 4, CONSTITUTION 1, CUNNING 3 (LORE related to patron), DEXTERITY 2, PERCEPTION (EMPATHY) 2, STRENGTH 0, WILLPOWER 2

Camp Follower

Since you're done fighting for the day, let me take it from here...

Every army attracts people in the skin trade, and as long as they're treated relatively well, they'll stick around.  If they're treated very well, they might even have favorites or stick to one particular person.  Camp followers might also attach themselves to smaller groups or individuals who travel (such as merchants, caravans, or explorers).  Either way, they provide entertainment and generally keep an eye out for their patron's best interests.

COMMUNICATION (SEDUCTION) 3, CONSTITUTION 2, CUNNING 2, DEXTERITY 2, PERCEPTION (EMPATHY) 2, STRENGTH 1, WILLPOWER 1




THE BLOOMING ROSE BROTHEL ORGANIZATION
See the Dragon Age core rulebook, page 141


The Blooming Rose is an elegant brothel nestled in the Red Lantern section of Kirkwall's upscale High Town district - but it is also more than meets the eye, especially given the city's past.  The flesh trade in Emerius (Kirkwall's Tevinter moniker) was historically as ugly as most of the city, an exchange of sex for creature comforts between Tevinter citizens and slaves (as well as some desperate Soporati).  The most unfortunate (or enterprising) companions were sent down into the mines in order to service miners who could not leave their posts until their stints were up.  

Prostitution did not go away or get too much better once the Tevinter Imperium withdrew, but the trade did improve in cruelty and lethality as the years passed.  It has gotten the best it's ever been most recently, in the Dragon Age.  First, the Carta lieutenant Maelor "inherited" the current location of the Rose from a "client."  Since he was growing older and less inclined to bloodshed, Maelor decided to bow out of normal Carta business and create something nice for himself.  He took in the best whores he knew, gave them a real premises, and acted as proprietor at the bar.  As long as you had the coin to spend on something wet, you dressed well enough to be seen in High Town, and you didn't cause trouble, you were welcome to stick around.

Though none dare mention it now, the Blooming Rose was where Maelor met his wife-to-be, the very young Lusine.  She kept looking for her wayward first husband, and once her husband showed up dead, Maelor made a better one.  Lusine showed some distaste for the business initially but was soon convinced of its utility.  As a commoner with waning beauty and few prospects, there was no other way for her to enjoy the benefits attached to the Rose.  After Maelor passed, Lusine was able to continue its operation with a deft hand, a shrewd eye, and plenty of support.

But more than that, she expanded the reach of the operation.  Anywhere the sun dawns in Kirkwall, a prostitute must pay Lusine in order to work.  If a whore refuses to take shifts in the Rose and insists on their own premises, there is an added tax, and no promise of rescue if the watch stumbles across them in back alleys, or if clients get mean.  Lusine is inclined to squeeze a few times before drawing blood when it comes to collecting her dues.  She would rather toss a whore out of the city or run them down into Darktown than kill them, but if they prove persistent, she will not hesitate to call a bounty on their head.  

Old Carta connections of Maelor's collect dues and take care of problems, generally.  Anyone in the city can collect a "finder's fee" for letting the crew at the Rose know about new, independent operators.  The prices at the Rose are steep, but they reflect not only the ornate environs but real expertise and security.  There also tends to be a variety offered at the Rose that is rare in Thedas.  Surface dwarves do not usually lower themselves any further, but Lusine always has one in the lineup.  Most of her elves acquire regulars who are very generous.  There are a few older prostitutes who make regular rounds, as well as a mix of genders, and others who have particular specialties.  

There are always more people to choose from during evening and nighttime hours, though only so many rooms to go around - which might mean spending some coin at the bar while you're waiting your turn.  Or you might visit the common room to meet a contact.  It is not considered shameful by many people to be seen in the tavern area or some of the side rooms on the first floor.  The most impatient might take their business to the kitchens or storage rooms, however, so one never knows what one will stumble across.

Abilities (Focuses)
Might: 2
Wealth: 4 (Treasury)
Influence: 3 (State)
Intrigue: 2 (Secrets)
Magic: 1

Combat Ratings
Structure: 3
Stability: 35
Scope: Local


RATIONALE

Continuing in the spirit of previous posts, I am using sub-systems to flesh out sex in Thedas.  Minions seemed like an ideal way to do this, since they are optional and usually not combat-oriented.  But I also remembered the large and opulent brothel in Dragon Age II and thought that it would make a great organization for the city.  Since Kirkwall has old roots in the Tevinter Empire, I decided to fill in some of the history (since I will be running in much older times).  I gave some backstory to Lusine and the brothel itself because, frankly, they made me wonder.  How did she get to be in charge?  How did the brothel get so much wealth?  It's one of the larger buildings you visit in the city, and quite impressive in most of its rooms.  So I blended what I saw in the video game with some storytelling, and here's what came out.  It has some Carta ties but isn't Carta-owned or run.  With a few adjustments, you could set this organization up in just about any city in Thedas with enough population and wealth to support it.

Screen capture from Dragon Age II, owned by BioWare

Saturday, October 22, 2016

Sex and Romance in Thedas - Focuses, Magic, and Goals

"Perhaps I'll practice my flattery for your next visit.  
With any luck, I'll become better at it."

ABILITY FOCUSES AND ROMANCE
See the Dragon Age core rulebook, page 56


Many focuses can be useful in the game of love.  Communication focuses cover many bases.  Bargaining can be used to broker a deal for sex as much as anything else.  Deception and disguise are tools for less scrupulous lovers.  Etiquette governs courtship rituals and Investigation can help when looking into the past of a love interest.  If there's a need to roll to see how well a tryst went, Performance might work (but so could Constitution: Stamina or Dexterity: Acrobatics).  Seduction is already a focus you can take to show your character's added proficiency at romantic overtures (and might work for actual performance, as well).

Constitution: Drinking could come into play (and a failed roll could levy penalties on sexual performance later on).  Cunning: Cultural Lore could also be used to figure out courtship expectations.  Evaluation can be the way a character figures out the most valuable marriage partner they can access.  Writing can go a long way in wooing someone or at least arranging a profitable marriage (which is common enough in Thedas' upper crust).  Dexterity: Calligraphy, Crafting, or Dueling can be ways to impress a potential mate.  Perception: Empathy might be crucial to figuring out what they really want.  Finally, Willpower: Self-Discipline might be needed to turn down advances and temptations.

SEX, BLOOD, AND MAGIC
See the Dragon Age core rulebook, page 110

But what about magic?  Isn't magic impressive, and couldn't it play a role in lovemaking?  The first thing to note is that most spells in Thedas are not of a soothing variety.  Creation spells can be used to heal and bolster lovers in combat (and maybe if things get a little rough in the bedroom).  Dream Sending is a powerful way to converse with or try to sway a loved one.  A number of spells can be used in less than savory ways, such as Sleep and Memory.

An optional rule could be: A mage can choose to start casting a spell but hold it back, so that only a bare spark goes through.  Likewise, a target can choose to hold still and receive it, giving up any resistance test.  Lesser spells that would normally cause damage, like Flame Blast, do not cause lasting damage or cost MP, but cause sensations associated with the magic's type.  A willing target can also submit to spells like Daze, Drain Life, Ensnare, Glyph of Paralysis, Hallucination, Paralysis for particular kicks and kinks, but these require MP and do not have minor effects.  

Though many shudder to think of it, blood mages use spells during sexual encounters whenever and however it suits them, especially if they have dedicated cultists or others who will gladly suffer for them.  Blood Sacrifice requires a willing target in the first place.  Some people enjoy being probed by Thought-Taking, and a few relish the torment of Wrack.  Any damage caused by blood magic remains and these spells cannot be held back except perhaps by the greatest mages - if they desire to go easy on anyone.

If a mage starts to sling spells at their lover in earnest, seeking to really harm them, their target needs to succeed at a Willpower: Courage vs. Magic: [focus of the type of spell being used] or Communication: Deception test.  If the target fails, they lose their ability to act in the first turn of combat due to the shock and dismay.  If the target is already weakened due to blood magic effects, they begin combat with that handicap.

Needless to say, sex games with magic are risky and few are willing to indulge.  Mages that are carefully watched by templars are thoroughly discouraged from such practices, and many mage teachers rail against them, as well.  But some templars have found that the electric thrill of a held back Arcane Bolt reminds them of what their dose of lyrium feels like.  Certain brothels offer special rooms that are guarded to ensure everyone's safety, but at a rather hefty price.  And apostates and Tevinter trained mages use their powers as they wish.

READY-TO-USE GOALS
See the Dragon Age core rulebook, page 138


BANG THE VICOUNT'S SON/DAUGHTER*

My character can't stand the Vicount's prissy ways and constant insults.  His grown children are not just attractive - they're the perfect way to get back at the old man.  And as a member of the watch, my character has more chances to get close to them and dirty up their pristine reputations the fun way.

Complexity: This is a simple goal, but could become complex, depending on how easy they are to seduce, whether my character decides to try for both of them, and how difficult it is to get some privacy.
Term: Short
Difficulty: Difficult
Type: Roleplaying, Combat
* Suggested by my partner in crime, Nate.

FIND A LOVER WHO CAN BE TRUSTED

My character doesn't care about marriage or setting up a household, but he wants a regular lover to call his own.  Someone he can return to and enjoy.  Since he's in a dangerous business, he needs someone who can be trusted - after being tested, of course.

Complexity: This is a complex goal, especially since he's a member of a criminal organization and high up enough to be a target.
Term: Long
Difficulty: Difficult
Type: Roleplaying, Combat


FIND MY OLD FLAME

My character once had a long-term lover who went through a lot with her but eventually left, mostly on good terms.  His home region has just started experiencing major strife and she wants to help return old favors, and see if the flame is still there.

Complexity: This is a simple goal, but could become complex, depending on what he wants me to do and what he's involved in now.
Term: Long
Difficulty: Average
Type: Exploration, Roleplaying (though Combat is likely)


FIND THE PERFECT TOKEN OF AFFECTION

My character wants to impress a suitor who is far above her station, with an eye toward future marriage - but she needs to find just the right gift to get his attention.  Since he already lives well, most normal things won't leave an impression, so she'll have to dig into his past, ask his friends, and leave no stone unturned.

Complexity: This is a simple goal, but could become complex, depending on what he really wants and how far she's willing to go to get it (and maybe him).
Term: Short
Difficulty: Average
Type: Roleplaying, Exploration (though Combat is likely)


RATIONALE

Why did I write this post and do the work above, even if I'm not sure I'll be using it in my upcoming game?  It's obviously a follow-up to my quick and dirty overview of sex in Thedas, yet I have no idea if my player will be interested in the details I have here.  But in my last post, I mentioned that the core rulebook didn't have much to offer in the way of references to sex, love, and mechanics.  That doesn't mean that the game can't provide such things, however.

I have a few key principles in roleplaying game design that I strive to follow.  One of the most important is what I call gameification.  Simply put, it means that elements described in a game's setting should be translated into the game's mechanics.  This is especially needed when an aspect comes up often or when it's likely to catch a player's interest.  Fully fleshed out examples can help players and GMs actually use the material (especially when they're strapped for time).  Samples also serve as models to help gamers when they want to create material of their own.  And for gamers like me, this kind of detail is part of what I paid for when I bought the book. 

Many folks shy away from gameifying anything related to love or sex for a barrel full of reasons, but I've been doing it for a long time.  Companies have even more to worry about due to the possibility of young players, conservative gamers, and unhappy parents.  It does not worry or discomfit me; on the contrary, I find it fun.  I have also received emails from many gamers over the years, thanking me for showing them such things.  I have no need to be graphic or gratuitous and each group will determine their own comfort level.  Whether I write for a company or as a fan, I am an adult making games for adults.  And I seek to provide more options and fewer mandates, in Dragon Age as well as any other game I enjoy.

Screen capture is from Dragon Age II and owned by BioWare.

Monday, October 10, 2016

Optional System: Rankings and Allotments in Dragon Age

Art from Dragon Age Inquisition

A character in good standing with an organization in Thedas can earn support from their group to cover their basic needs.  Anything else they acquire on top of these usual perks, from bribes to finder's fees, is their own to keep.  But a member's rank will provide benefits wherever their group has contacts, reputation, or resources.

An organization must have a Wealth rating in the positive range to provide regular backing for its members at all.  Those with a Wealth score of 0 have destitute followers who must largely fend for themselves.  Wealth ratings of 1-2 allow groups to deliver first tier support.  A Wealth rating of 3 allows for second tier investment and below.  Wealth 4 grants third tier resources, and a Wealth rating of 5 or more allows an organization to provide lavish top echelon perks, along with lesser rewards for lower ranks.

If an organization has suffered a major defeat or has otherwise fallen on hard times, agents could lose their support even if they have done nothing wrong.  Likewise, war, pestilence, or other major disruptions could keep a member from being covered until the situation stabilizes.  Finally, a member who greatly embarrasses the group, is found to be cheating them, or who steps on the wrong toes could see their rank drop until they find a way to atone.

Note that holding rank in a group is not the same as holding a title (page 318).  Rank is more easily gained and lost, but has far less prestige than a title and will not result in reliable social bonuses with their peers.  Rank only covers a certain level of sway and does not automatically entitle a top member to troops, animals, vehicles, or other holdings the way a title does.

It is also worth noting that this system can be used for nearly any organization, so the structure below is generic and will need adjusting as you flesh out the details of a group.  The system will simplify some of the book-keeping of day-to-day travels without padding characters' pockets with a lot of extra cash.  For those who want characters to struggle for every meal everywhere they go, however, this system will probably not feel right.  One possible fix is that a ranking member must tithe a certain amount to their group in order to maintain their comforts.  In the end, however, it is completely optional and up to the GM.

None - The agent has no sponsored home, must keep track of all expenses, and make ability checks to lie, beg, steal, or scrounge for their sustenance.  This level is generally reserved for probationary recruits.  (0 cp/mo.)  

First Tier - The member lives in the common areas of taverns, barracks (or other sponsored housing), or with family, but only needs to pay out of pocket if meals and tolls are 5 cp or more.  Low level, newer members tend ot receive this allotment.  (150 cp/mo.)  

Second Tier - The affiliate has their own living space, whether it's a room or a rented cottage, and only needs to dip into personal money if a mundane expense exceed 15 cp.  Veteran and trusted members earn such accommodations.  (60 sp/mo.)  

Third Tier - The official has a well-appointed suite of rooms in someone else's estate or their own decently sized home, and only need to cover nonmagical expenditures that are 50 cp or more.  Managers and those with lower levels of authority get this kind of support.  (150 sp/mo.)  

Top Tier - The member has extravagant lodgings and only opens their personal stash for mundane expenses of 1 sp or above.  This tier is the highest possible without obtaining a title.  Members who are favored by low level lords or who otherwise show outstanding service over the years are in the top tier.  (300 sp/mo.)  

Allotment Option: For games where major organizations are in play or other circumstances warrant it, members could receive a salary each month.  A suggested amount is in parentheses at the end of each tier's description and could be added to lodgings and petty cash or taken instead.  This could throw off the economy of the game and should only be done if everyone is okay with more currency being accessible.  It could also make up for fighting creatures often who have little to no treasure of their own.  

With this option, as long as they remain in their group's good graces, the character will earn an allowance each month.  It may sent to them directly, or it might be waiting for them at the nearest location the group controls.  If the organization is broad-reaching, the character might be able to use their allotment by giving IOUs to vendors on the organization's tab.

Sample Arrangement: As an example of how this can work, let's start with fleshing out some ranks.  In the army of the ancient Tevinter Empire, the lowest level was the benefici and was reserved for slaves.  The most drudging assignments were theirs, and they could be commandeered by anyone, though army personnel took precedence over any other citizens save for magisters.  They had to exist off the scraps of the upper echelons.  Next up were the munifi, the privates, ready to be sent anywhere to do anything.  They were often given the more dangerous jobs and risky explorations, at least at first.  

The veterans who had proven their mettle in battle were the evocatex, and they were sent in to take care of superior threats.  While in peaceful towns, they were set up quite nicely.  The lower captains were the centorus.  They would command on fields of larger battles and suggest legions to the praetarii.  The praetarii would make suggestions of where to send troops, which losses were acceptable, and so on.  They reported directly to seasoned magisters in the Circle closest to them or from their home base (or, if there was a struggle, to whichever magister was more powerful).  The army had no higher structure of its own.

Citizens of all kinds could enter the legions, but mages would be supported as though they were evocatex, even as fresh recruits (though they could not give orders or munifi until actually obtaining that rank).  Few mages would stay with the armies for long, though they would return as needed, and they could petition a Circle for permission to leave at any time.  A soldier could be busted down the chain for misdeeds or failures, but being branded benefici meant becoming a slave in truth - a fate no citizen could stomach.