Friday, September 20, 2019

Using "Wonder & Wickedness" and "Marvels and Malisons" in D&D 5e

Last week I visited some old gaming friends. They'd just finished up a 5e campaign of Dungeon of the Mad Mage and were looking for stuff to bridge the gap until the next DM in their rotation was ready to start a new ongoing game. I'm always happy to run a game for them and I wanted to try out a few things, so I offered to run a one-shot.

At first, I'd just wanted to run The Gardens of Ynn to test how a procedural-generation dungeon/point-crawl would play out, but I'd also been looking to test out how a level-less magic system like Wonder & Wickedness and Marvels and Malisons would play, so I decided to work both ideas together.

Getting The Gardens of Ynn to work in 5e isn't terribly difficult; the hardest part is writing monster stats or finding appropriate equivalents. I'm sure I'll get back to Ynn in a future post, as I'm a HUGE fan of the format Emmy Allen used in it.

Getting W&W + M&M to work, though, would require ripping out a lot of the guts of 5e's magic system. Here's how I approached it.

Wait, what's Wonder & Wickedness?

W&W is an OSR-style magic system that removes spell levels in favor of spells arranged in thematic groups, each of which scale with caster level. Rather than effectively gaining a new class feature with every spell learned, casters using the W&W system have a smaller pool of diverse powers--virtually none of which are direct-damage attacks. Marvels and Malisons is an expansion on the ideas presented in Wonder & Wickedness. An example from the Necromancy spell group:
Occult Consultation - The sorcerer must dig a pit two feet square, into which is poured wine, fragrant herbs, and the blood of a sacrifice slain with a bronze knife. A throng of ghosts is summoned by this ritual, which may be conversed with as desired for the duration of the spell, though truth is not compelled. Specific ghosts may be called if the sorcerer has material remains, a possession that was once treasured by the deceased, or a true name. Following the consultation, if desired, the sorcerer may follow the ghosts in katabasis to the land of the dead, along with any number of willing companions, though an easy path of return is not guaranteed.
That's the full text of the spell. There's some fore-matter in the book that discuses durations, but they're no more complex than "ten minutes per caster level, plus ten more if you're a specialist." It's up to the GM to adjudicate any weird interactions. Personally, I love that. I prefer my magic weirder than 5e's mechanics offer.

Direct damage comes in the form of maleficence, an ability all spellcasters have that allows them to convert a casting into a player-described direct attack for 2d6 (double sixes explode into an additional exploding d6), with a save for half damage. There are also rules for using your castings for defense or in magic duels, but they weren't very relevant for a one-shot.

Converting W&W for use with D&D 5e classes

NB: When I write "W&W", I mean the material available in both Wonder & Wickedness and Marvels and Malisons together. I just can't be arsed to keep writing out both titles.

First: Cantrips aren't affected by these changes. Characters receive their normal number of cantrips, although access to maleficence slightly devalues damage cantrips.

Second: 5e classes with access to spell slots receive spell points instead of those slots. A character gains one spell point for each spell slot they would have received, regardless of that spell slot's level. A 3rd level Wizard with four 1st level slots and two 2nd level slots receives six (4 + 2) spell points.

Class abilities that restore spell slots (such as the Wizard's Arcane Recovery) restore a number of spell points equal to the maximum number of spell slots that ability could restore.

Third: The number of 5e spells a character would know converts directly into the number of W&W spells the character knows. Classes have a specific group of W&W spells assigned to them from which they randomly roll which spell they learn whenever a new spell is learned.

The W&W spell groups, each of which has eight spells in it:

  • Diabolism - Conjure, bind, and compel devils. Pull bits of Hell into the real world.
  • Elementalism - Speak with and harness the powers of earth, wind, water, and fire.
  • Necromancy - Kill stuff, raise/command/question the dead, mess with souls.
  • Psychomancy - Enchant, fascinate, and dominate minds. 
  • Spiritualism - See and manipulate the Astral plane and magic itself.
  • Translocation - Access teleportation, portals, and extradimensional spaces.
  • Vivimancy - Warp bodies, for better or worse. Grow fangs, give life to stone.
  • Apotropaism - Ward against other magic, spirits, demons, and misfortune.
  • Arachnomorphosis - Call spiders, command spiders, be like a spider, be a spider.
  • Physiurgy - Cure wounds and disease, or raise the dead at great personal risk.
  • Cunning Craft - Vaguely Celtic-themed druid powers.
  • Rope Tricks - A curious spread of abilities tied (ha) around the manipulation of string and rope.

And the associations with 5e classes. Remember that classes randomly roll spells known from their associated spell groups:

  • Barbarian - None, but subclasses receiving 5e spells as one-off powers keep them as written.
  • Bard - Access to all spell groups. Bards are very eclectic.
  • Cleric - Physiurgy and three more groups thematically related to the cleric's deity.
  • Druid - Elementalism, Vivimancy, Cunning Craft, and either Physiurgy or Arachnomorphosis.
  • Fighter - Eldritch Knights pick any two spell groups except for Physiurgy.
  • Monk - None, but subclasses receiving 5e spells as one-off powers keep them as written.
  • Paladin - Apotropaism and one other group relevant to the Paladin's oath. I gave an Oath of the Ancients paladin Vivimancy.
  • Ranger - Cunning Craft and Rope Tricks.
  • Rogue - Arcane Tricksters get Psychomancy, Spiritualism, and Translocation.
  • Sorcerer - Any spell group relevant to the Sorcerer's Sorcerous Origins, but every spell in that group is learned sequentially before accessing another relevant spell group. 
  • Warlock - Diabolism, Necromancy, Spiritualism, and one other relevant to the Warlock's patron.
  • Wizard - Access to all spell groups. Wizards are very eclectic. Specialist wizards may pick one group and always opt to roll from that group until all spells within it are known.

Fourth: Spell Catastrophes happen when the spellcaster:

  • Does anything magical involving the concept of "infinity"
  • Has their concentration on an ongoing effect disrupted (Con save DC 10 or half damage, whichever is higher)
  • Dies with unspent spell points remaining
  • Attempts to cast a spell without any remaining spell points. (Note that the catastrophe happens after the spell is cast.)

How did the one-shot/playtest go?

Boy howdy did I learn a lot from this one.

The group of characters in the one-shot were all 3rd level, and consisted of a tiefling paladin of devotion, a tiefling sorcerer (Wild Magic), a half-elf eagle-totem barbarian, ZIVROS THE DE-COMPOSER (human wizard necromancer), a high elf rogue (thief), and a dabbing t-rex in sunglasses and a red t-shirt.

Not represented in the playtest: Bard, Cleric, Druid, Fighter, Monk, Ranger, Warlock.

Look, the last player really wanted to be a t-rex; what kind of monster says no to that in a one-shot? I printed out allosaurus stats and said "you can tell the difference between your party and others, but otherwise you're a smaller-than-average t-rex." The player came up with the shades and shirt.

I used a rule during the playtest that I've deliberately left out of the above conversion: I let the Wild Magic Sorcerer deliberately trigger spell catastrophes by spending a spell point and picking between two options that I rolled. This was a huge mistake--the player did almost nothing but trigger catastrophes all night, and the majority of the game was the other players trying to deal with the chaos the Sorcerer unleashed.

Don't get me wrong--even though the party didn't make it past the first room in The Gardens of Ynn, everyone had a blast playing, and I got to see some very creative spellcraft from the Necromancer --who accidentally (?) gassed the entire party with berserker fumes from Hell, and the Paladin, who used Apotropaism to try to seal an extraplanar giant praying mantis into their chainmail purse, King Solomon-style.

Nobody used maleficence. I suspect that either I didn't signpost the ability enough both before and during gameplay, or the other powers were much more exciting to use than merely dealing damage.

Nobody ran out of spell points, which is probably good, as they only dealt with two encounters (one exploration/terrain traversal, one combat).

All told, I'd run this test again. I only got about 3 hours of testing in for the one-shot, and I'd like to see how it feels in a convention-standard 4-hour slot, or possibly over 2-4 full sessions. If you end up trying it, I'd love to hear how it went for you in the comments!

Wait, doesn't this break all KINDS of stuff in 5e?

Oh, absolutely. It's no longer safe to assume stuff like "the party will have the ability to fly around 5th level," or "the party can readily cure diseases and curses," or "the party can drop fireballs on tightly-packed mobs of small monsters, so stop using them".

The major breakpoints for ability access through spells get scattered across space and time with this conversion; power is unlocked for caster characters earlier, later, or potentially never. However, a player who wants to be a necromancer gets to be a necromancer as soon as they start playing.

Caveat Aleator: I prefer it this way. I enjoy leaning on improvisation informed by random table outputs more than pre-written material; I try hard not to get hung up on assuming the players can fly over this or disintegrate that. Sometimes I fail; once I threw a minor fit over the entire group having Brooms of Flying--I'm not perfect, but I like to think I try my best. If you use the conversion in this post, you'll find that you get surprised a lot. Consider this a design feature.

Friday, September 13, 2019

Playing Shadowrun Using Anything But Shadowrun: Stars Without Number (Revised Edition)

Please note that none of the links in this post are affiliate links; I'm just trying to be helpful.

Shadowrun has the pleasure of being an incredibly engaging setting married to one of the most aggravating RPG rules systems I've ever encountered, published (at least as of 5th edition) in a book which has editing I could describe--at best--as "aggressively bad".

People love Shadowrun. Hell, I love Shadowrun. I ran a weekly game of SR5 for something like a year and a half. One of the most common questions I find when reading about the game online, though, is "How can I play Shadowrun without using the actual Shadowrun rule system?"

The sempiternal /srg/ threads on /tg/ will advise you to play a different, better edition of Shadowrun--usually whichever edition the poster is currently playing. The r/Shadowrun subreddit will suggest... well, they'll probably suggest Fate first, and then start arguing about that.

But sometimes you'll get a useful suggestion from either of those places, because people ask the question often enough that some signal is bound to get through the noise. Viable options (depending on one's preference for fluff, crunch, and design patterns) include hacks for Blades in the Dark, GURPS, The Sprawl, Apocalypse World, Dungeon Crawl Classics ("Cyber Sprawl Classics"), d20 Modern/d20 Future... Feel free to tell me which replacements I've missed out on in the comments.

Today, though, I want to talk about why my group is going to try Stars Without Number (Revised Edition).

TL;DR: Yes, you can use SWN plus a supplement or two to play Shadowrun without much trouble.

My current D&D 5e group got a bit sick of Dungeon of the Mad Mage and wanted something new. Our DM shares my opinions on both the novelty of the setting and non-viability of the ruleset, so the group debated what other systems might work. I suggested SWN, and it was left to me to prove it out. Our DM said we'd start it in about a month, so we all had plenty of time to consider our options.

Because I have brain problems, I spent six straight hours the next day reading SWN's core rules and two or three supplements to figure out if it would work for our purposes.

What does a game of Shadowrun require?
Elements like the alt-future Earth setting, the big ten megacorporations, and the major threats of the setting (Great Dragons, Knight Errant kill squads, Eagle Warriors, Bug Spirits, etc.) could each be fit in through description and fictional positioning. My bigger concern was the mechanics--we still want the game to feel like Shadowrun. Game mechanics absolutely communicate player experience, so I wanted to make sure that certain elements were going to be present:

  • Guns and grenades, katanas and nanowires. Gear porn. 
  • High-risk combat
  • Magic spells and spirit summoning
  • Core Player Archetypes - Street Samurai, Deckers, etc.
  • Hacking
  • Cyberware/Body Augmentation
  • Drones and Robots
  • Edge/Luck mechanics
Here's what I found.

Gear Porn: Yes. Futuristic weaponry is almost purely descriptive, aside from specific gear rules like the "chunky salsa" effects of grenades in confined spaces. The relatively brief weapon and gear tables in SWN cover this adequately, with further differentiation coming from the existing rules for installing gear modifications, and GM-sourced small changes to ranges or ammo capacities and the like. A random table of manufacturers and model names can finish rounding this out; something that can produce results like "Shiawase Arms "Hyperion" MK IV Linear Accelerator Projectile System".

High-Risk Combat: Yes, moreso than actual Shadowrun. Deadly combat is a function of attack accuracy and HP values relative to weapon/spell/effect damage values. Thin margins make combat more dangerous, and SWN's OSR genes offer low HP values and high damge output. A 1st level Warrior with a Constitution of 18 has, at best, 10 HP, and a basic rifle--shooting normal bullets and everything--does 1d10+2 damage (plus the shooter's Dexterity modifier). That same Warrior at 10th level is still only going to have 75 HP on average. Shadowrun's combat tended to either be a fruitless exchange of entirely-resisted small arms fire between heavily cyberarmored gunmen, or single rounds of 30+ dicepool rocket tag.

As an additional bonus, melee combat remains a viable choice in SWN compared to an afterthought at best in Shadowrun, further enabling you to play the Ninja Elf With a Monomolecular Katana of your dreams.

Magic spells and spirit summoning: Yes, Sort Of. SWN's core "magic" is Psionics. The powers are divided into six disciplines, but one of them is Teleportation, which is impossible in Shadowrun lore (along with raising the dead and time travel). While SWN's psionics could be crammed into the same role as magic in Shadowrun, it's not a great fit and it doesn't cover the summoning of spirits. Even the appendix in the SWN Revised Edition's core rules covering "Space Magic" is only a guideline to adapting the spell lists from other OSR/retroclone games to a space wizard class. 

Instead, I turned to The Codex of the Black Sun, a supplement dedicated to implementing Space Magic. While I didn't read it cover to cover, I did skim it for concepts that'd be useful. The book contains a "Pacter" class, which summons and bargains with Shadows. If we use it to cover the older idea of Shadowrun street shamans that exclusively deal with spirits rather than cast spells, we can cover the archetype, albeit with some significant reflavoring of the visual descriptions. We also lose out on the ability for someone to burn themselves out for a day (or forever!) by summoning something too big to handle. Still, better any access to the concept than nothing at all, so I'll call this a half-win. The supplement also contains a number of other magic-related classes that can stand in for Shadowrun archetypes like PhysAds and MystAds, so that's enough to make it worthwhile. The actual writing in the book seems pretty interesting, too--I bought a hardcopy and look forward to reading it on its own merit.

Core Archetypes for Player Characters: Enthusiastic Yes! Let's go through the list: 
  • Street Samurai/PhysAdept/MystAdept - You can get there through Warriors + Cyberware; the Adept class options (steal from D&D Monks and Warlocks, basically) and the Codex of the Black Sun stuff.
  • Infiltrator/Face - The Expert class + SWN focus options + specific gear enables this.
  • Decker/Technomancer - The core SWN hacking rules are perfectly functional for this, including on-site requirements, although no full-immersion VR options exist. Which, honestly, is fine. The whole SWN hacking system is streamlined down to the same pacing/resolution as everything else. I'll talk more about hacking and Technomancers below, but yeah, it works as a core character competency.
  • Mage/Shaman - Yes; see the writeup on Magic above. The "Adventurer" baseline multiclass options even cover limited/restricted spellcasting options from Shadowrun.
  • Weird crap, like a PhysAd with all their points in Hacking - Yes, surprisingly, if you take, like... Arcane Expert as a class and then pick up one of the focus options that gives you the thing you want. It's janky, but so was pulling off something like that in Shadowrun.
Hacking: Yes, and smoothly, too. The core rules cover the most common hacking tasks, and the Polychrome supplement offers more details beyond subverting local security systems, including creating identities, stealing or counterfeiting money (it creates temporary cash called "joss" that vanishes after a set time!), acquiring information from various sources, and changing existing records. 

But seriously, it's one skill check against a difficulty modified by location, circumstance, and speed-of-execution. Bless Kevin Crawford's heart--I don't know if he's solved The Hacker Problem, but it's a long step toward better than SR's resolution mechanics. I should know--I made a hacking quickref sheet for myself back when I was playing one, and it's nonsense.

Cyberware/Body augmentation - Yes. Extensive cyberware options in both the core SWN book and Polychrome, including replacement rules for Essence loss: System Shock, which limits pieces installed and make it gradually harder to be healed through magic or biotech if you have a boatload of metal in you. One downside (?) is that it doesn't reduce one's magic stat, so there's no reason for magic-types to avoid cyberware. Personally, I'm fine with that, as the cyberware available offers options rather than straight numeric upgrades.

Drones and robots: Yes! Plenty of options exist in the core rules allowing you to play a competent rigger, including all the lonely fun of mathing out drone modifications and hardpoint customization. Playing a rigger medic is entirely plausible and doesn't require a PhD in symbolic logic.

Edge/Luck Mechanics: Not present. This one was a bummer--there's no hero point/luck/Edge mechanic in the base game. It wouldn't be too hard to lift one from somewhere else or invent one wholesale, but it does dull the edge (ha) on SWN as a 1:1 replacement for SR's ruleset.

All told: SWN is an A- rules replacement for Shadowrun, and I don't regret any of those six hours spent in a fugue state.