Showing posts with label randomness. Show all posts
Showing posts with label randomness. Show all posts

Wednesday, July 29, 2015

Church of the Big Gamble

Apologies for not a lot going on here lately.  I'll know the new direction I'm looking for when I see it.  :-)

The other day I came across a really thought-provoking blog post by Joey Vigour in defense of randomness in games.  It helped to explain some of my own (unformed) thoughts and predilections.


The basic idea is that there's a sweet spot between the two extremes of order and chaos.  Staying balanced on that knife-edge is difficult, but well worth it.  The more I thought about it, the more I'm sure this general idea applies to lots of things.  Let me just list a few of them...

Games:  Joey Vigour explained that including the "dark forces" of randomness (dice, cards, etc) in a game gives us a glimpse of the craziness of life.  I'll just let him tell you:
"So why do most game designers introduce an element of randomness to their games? I would argue that dark mystical (or at least unknown) forces are a game designer's ally because the introduction of chaos to a game causes our subconscious to be reminded of real life. Games are a simulacrum of life, but all the beautiful photo-realistic art and all the flavor text is still just fluff on top of the Spark that moves us emotionally. Understanding the Spark is the struggle of all artists: to know that there is unknowable, and to grasp at it in a comprehensive presentation."
Vigour also considers human strategizing as being in the same category with the dark forces of randomness -- after all, other people can sometimes be as inscrutable and hard to predict as a roll of the dice! -- so games like Chess can also invoke these feelings.  Still, too much of the human/random element in a game can be pointless and dreary (like never-ending games of Chutes and Ladders).  Too little of it gives you something easily solved, like Tic-Tac-Toe.

Stories:  The knife-edge between order and chaos is apparent in narratives, too.  Too much order gives us the logical tying and untying of plot-driven "knots."  I'm thinking of the inevitability of events in things like Greek and Shakespearean tragedies.  Fatalism can sometimes be interesting, but not in isolation.  Too much chaos is just surrealistic dada.  :-)

Life:  Too much order leads you right into a rut.  (Think of Mr. Incredible stuffed into his tiny car on a traffic-filled freeway... that had to be inspired by this song.)  Too much chaos means adrenalin and stress all the time, which is just plain not good for you, whether you're a superhero or not.

Music:  Goes without saying, I think.  Our ears and brains have evolved to respect the knife-edge between monotonous order and dissonant chaos.

There are probably so many other examples... enough to build a Glass Bead Game worthy of the ages, I'm sure.  By the way, the title of this post comes from old-school D&D; see here for more about my own history with it.

Back to Joey:
"So let’s embrace dice rolling, deck shuffling, hidden information, and mystery in games. It’s what our subconscious relates to anyway. It’s how we lose our forgetfulness and reconnect with hidden truths. It’s how we find ourselves. Anything less than that is just Tic-Tac-Toe."

Sunday, July 20, 2014

Project Rockfish

Much of the history of this blog has been about my getting re-acquainted with old-school role-playing games like Dungeons & Dragons.  I still haven't gotten back into the groove with an in-person group, but I haven't ruled it out.  If I do decide to take the reigns and perform as the world-building "Dungeon Master," there's one aspect of it in which I've decided to go decidedly new-school...

I'll need a computer at the table.

This may be sacrilegious to some, for whom anything beyond "paper, pencils, dice, and the imagination" is no-go territory.  I'm happy to stick with low-tech for a lot of it, but in order to weave a world worthy of capturing the attention of players, I'll need to have a spare brain on call.

So with apologies to the non-D&D-types out there, I'd like to use this post to archive my current ideas for what I'd consider the ideal set of software tools to have at the gaming table.

The name for this project, up in the title to this post, came to me upon hearing of the sad passing of actor James Garner, who played a character that inhabited the kind of world -- i.e., never boring, always on the cusp of adventure, yet grounded in flavorful verisimilitude -- that I'm trying to help build with these tools.  (If you don't know the appellation "Rockfish," go find some episodes guest-starring Isaac Hayes as Jim's old pal Gandy...)

Jim was using a new-school answering machine in 1974!
RPG insiders will quickly see that the following outline contains tools for building a "sandbox" type world.  This probably all could be done with dice and lookup tables, but the sheer number of random numbers needed makes it ideal for a computer.

- - - - - - -

(1) Weather

For each new day in the campaign world, I'll click a button and it will tell me the following day's
  • high & low temperature
  • times of sunrise & sunset (for me only); approximate durations of light & dark times (for the characters, who don't have wristwatches) 
  • moon phase, & times of moonrise & moonset
There will be a pulldown menu for me to choose the current terrain type (forest, mountain, desert, etc.), which will influence the
  • precipitation amount & type
  • clouds (probably only 4 discrete types: clear / partly / overcast / fog)
  • wind (4 types, too?  calm / light breeze / brisk wind / gale-force)
The program should be smart enough to rule out crazy combinations (snow in the desert) but still contain small chances for weird & interesting phenomena (thundersnow, will o' the wisps).  From all of the above, the program will also display customized charts for
  • character movement rates,
  • visibility distances, and
  • chances of getting lost while exploring outdoors.
- - - - - - - 

(2) Random generation of micro-locale details

This is only for when the players are entering a "new" (previously unexplored) region that I hadn't yet mapped out in detail.  If they've been here before, it will still be the same.

For a new wilderness hex, I'll have a handful of input options that specify its overall terrain type, and whether there are any major features (like coastlines or big rivers) in it.  Then it will generate a set of random landmarks, small waterways, paths, hills, animal dens, and so on.  (Definitely will be inspired by Alexis' work, here.)  These are keyed to the terrain type (e.g., a desert hex may have an oasis; a mountain hex may have a bubbling geothermal vent).  Some weird things -- graveyards? kooky hermits in huts? -- may crop up nearly anywhere.

For a new village, town, or city, it will generate some rough guidelines about the
  • population
  • overall spatial layout
  • main products produced by them
  • quirks about their traditions (governmental? religious? other?)
  • notable NPC resident(s)
  • yes/no answers to common player questions about specific types of shops or industry that are there or not (e.g., blacksmiths)
- - - - - - -

(3) NPC generation mini-module

If a new NPC (non-player character) is called for, there will be a screen that I can refresh to get a description of a random person's
  • basics: gender, age, name
  • place of origin
  • profession, station in society, and/or experience level
  • 1 or 2 distinguishing physical features (height, hair color, weight, clothing)
  • notable personality traits
  • major items they're carrying (money, food)
  • rumors they may convey to PCs
- - - - - - - 

(4) Random Events


This is the heart & soul of the program... but I've blogged before about what I'd want this to look like.  In short, it kind of unifies several other existing ideas in role-playing games, including
  • wandering monsters
  • random NPC encounters
  • location-based "shenanigans" (thinkin' of you, Jeff)
  • town/city rumors
  • adventure hooks/quests
  • things that seem like adventure hooks/quests, but aren't  :-)
- - - - - - -

Notes:
  • I know I'm reinventing the wheel, but I've got to do it my own weird way.  I've already been scouring the internet for random tables that can be used to feed this behemoth.  As I build it, I'll keep a good honest log about where the ideas came from, in case I ever decide to make the code public.
  • In practice, I plan to override these random results from time to time, because there are some specific events and NPCs that I want to make sure the players encounter, at specific times.  I'll try my best not to turn these into opportunities for excessive railroading, or quantum-ogre-ism, or Mary-Sue-ism.  :-)

Friday, June 27, 2014

Geomancy

So, have you ever been bored in a meeting or lecture, and found yourself doodling randomly on a piece of scrap paper?  Here's how to turn that scribbling into a suuuper mystical act of prophetic fortune telling.

This post is a microwave-quick introduction to the ancient art of geomancy, which in the middle ages was often considered the "down-to-earth" counterpart to traditional pie-in-the-sky, head-in-the-clouds astrology.  It's been written about since at least the 11th century, but it's lesser known these days than many of its magical cousins (e.g., Tarot cards, rolling bones, I Ching, and so on).

Artist unknown; img yoinked from here
There's a traditional system for doing this that you can find on plenty of web sites, but I'll give you the bite-sized version.  It's summer, after all -- you've got stuff to do.  So here's the deal:  take out your pencil and paper, and sit at the ready, thinking about your future.  Try to zone out, or trance out, just a bit, so that when you do the next step, you won't be tempted to count along.

The next step is to start making a row of dots with your pencil.  That's all.  Once you've done a few dozen, just stop when you feel it's right to stop.  Like I said, don't count along!  You're following in the footsteps of desert mystics who poked similar dots in the shifting sands of the Sahara.

Now, take a breath or two, then repeat the above three more times.  You'll end up with four rows, each with essentially a random number of dots.  (This act of poking your pencil is called "squilling" by the official geomancers, by the way.)

Okay, now you can count up the dots in each row.  Does the first row contain an even or odd number of dots?  An odd number can be shortened to just one dot.  An even number is shortened to two dots.  Do this for all four rows, and you'll be able to construct a symbol that looks something like this:


The traditional system would have you repeat this process several more times, then permutate and recombine these things like little strands of mutating DNA.  But let's just be satisfied with one symbol for now.  Feel free to dig deeper if you like.  (And yes, there's an app for this, too.)

There are 16 possibilities for these "geomantic figures" -- or sigils, or geomes, or hexadecagrams -- occultists love inventing words.  I've combed the ancient texts and extracted what I thought were the most artful and poetic interpretations of them, and assembled them into this here meme-worthy infographic...


Be warned that there are some not-so-nice possible outcomes.  You'll see "sadness" and "loss" in the above list, but that's life.  Sometimes we need to lose to know how to win, as the great man says.  You'll also see, from the bottom two symbols in the list, that J. K. Rowling must have perused this list at some time in the past, too...  :-)

Hmm, I feel I should keep going with the disclaimers.  Let me just quote an old Usenet colleague, who once ended a similar kind of post with:
Nobody believes what I say, not even me. The above is a joke for all legal, moral, or ethical purposes, and is not meant to be ingested.  Yeah, right.
 

Friday, August 2, 2013

A trip to Old Number Six

I spent a rare day off today making a pilgrimage to a favorite used bookstore...


With more than 100,000 musty treasures available for browsing, how can you go wrong?  I picked up a book of poetry to better acquaint myself with one of my April A-Z post subjects, and I also found a long-sought occult tome for under $10 that I've only seen for over $50 on the webernets.

I also happened to see a rare (?) role-playing game book that was recently on a list posted by Catacomb Librarian, here, as one of several that deserve more attention in the blogging world.  (Don't worry about it being lost to history, though... the good Librarian has already started to dig into its quirky details, here.)  Unfortunately, the proprietors must have known its worth, too... $45 was too steep for me, for something I'd most likely never play.

Anyway, it was a fine day.

Also, a few other random bits that don't quite deserve their own posts...

(1) As a follow-up to my previous review, I eventually realized that Austin Grossman's characters Simon and Darren were probably not based on Jay and Silent Bob (duh), but more likely on two, you know, actual pioneers of the home computer age...


I'm pedantic and geeky, but I never claimed to be quick on the uptake!  :-)

I'd have used pictures of the real guys, but these actors give off vibes that are much more reminiscent of my conception of Simon and Darren.  (In Grossman's book, for example, Darren was a lot slicker and smarmier, and Simon was a lot more psychologically damaged, than the real Jobs and Woz probably were back in the day!)  This movie comes out in a few weeks... if any of you see it, I'd be curious to hear your opinions in the comments.

(2) A couple of days ago, I spent far more time than I'd care to admit scrolling through a web page called Awesome People Hanging Out Together.  Come on, they found this picture:


That's Count Dooku on the left, Grand Moff Tarkin on the right, and in the middle... the Candyman!  cha ch'kan... cha cha ch'kan...   Not a Star Wars or Rat Pack fan?  Okay, how about:


Look closely... "Daydream believer, and a homecoming..."  "You want the truth? You can't handle the truth!"

(3) Blah blah blah third thing.  I just realized that this one probably could and should be expanded to a full post.  I'll hold off on it for now, in order to learn a bit more about this topic before proceeding.

Saturday, February 16, 2013

Potpourri for 1000, Alex

Here's a roundup of random items that have been gathering at the back of my brain...

- o - o - o -

You've all heard about the upcoming resignation of Pope Benedict XVI, but how many of you knew about the centuries-old Prophecy of St. Malachy, which has been claimed to predict salient features of each new pope since its publication in the 16th century?  Back in the 1950s, an American cardinal even hired a boat, loaded a couple of sheep on board, and sailed up and down the Tiber River to advertise his readiness to be the predicted "Shepherd and Sailor."  (They didn't pick him.)

Eerily, the pope about to be chosen is the final one in the list: "In extreme persecution, the seat of the Holy Roman Church will be occupied by Peter the Roman, who will feed the sheep through many tribulations, at the term of which the city of seven hills will be destroyed, and the Formidable Judge will judge his people. Finis."

So then, it's definitely time for Pope Sarducci...


He went searching for the popes in the pizza, and he found himself.
- o - o - o -

When I first happened upon this web page full of links to Unusual, Neglected, and/or Lost Literature, I didn't poke my head up for hours.  What wonders are contained therein!  And how, please tell me, have I lived fortysomething years with nobody managing to tell me about Richard Burton's glistening Kasidah of Haji Abdu El-Yezdi?

- o - o - o -

Along with many D&D fans, I've recently taken the chance to read for the first time the fabled B/X rule books from 1981 by Moldvay and Cook.  I was a Holmes '77 man myself, so those red and blue boxes never held any appeal back in the day.  But seeing them now, I'm definitely impressed with everything they accomplish in their brevity and simplicity.  I also appreciated the chance to get to know Sister Rebecca a little better.  Still, if you want novelty, gonzo creativity, and the epitome of the Old School adventuring aesthetic, I'd have to say that Gary's 1st edition AD&D -- the three original books -- blows them all out of the water.

- o - o - o -
 
I'm probably the only one who's always assumed this song was written and sung by Carole King.  If you click on that link and see what song I'm talking about, you'll roll your eyes at my silliness.  In my defense, I can only exhort you to close your eyes and give it another listen with Ms. Tapestry in mind.  The other day, I looked down at my satellite radio thingy and I saw a name of the opposite gender.  I'm so sorry, Mr. Rundgren!  Yes, I know what happens when you assume.

- o - o - o -

Stuff you don't know about Cygnus, Part XIV:  I once won a T-shirt at a bar for knowing that the three actresses who played Catwoman were Julie Newmar, Eartha Kitt, and Lee Meriweather.  (Yes, that was all of them up to that point. Anne Hathaway was 7 at the time.)

Saturday, December 15, 2012

RPG Sandbox Delivery System

If and when I ever get back to running a long-term RPG campaign, one thing that I'd really like to get right is the simulation of a complex and interesting world.  A world that doesn't just exist as a series of disconnected "adventure hooks" for the players, but one that breathes and evolves on its own as the PCs interact with it.

There's tons of advice out there for building such a vibrant SANDBOX world (see, for example, tips from noisms or Rob Conley or ckutalik), and last year I tried my hand at beginning to work out my own (see posts 13 thru 18 here).  For me, the problem isn't laying out all the ideas on paper -- that's just a matter having available prep time.  It's the thought of actually "running" it, in real time at the table, that scares the bejeebus out of me.  What I really need is some kind of unifying system for keeping track of it all, parceling out the information with dramatic tension, and not introducing too much to the players too early.

Recently, though, Black Vulmea has been posting some fascinating takes on chance encounters (especially details about a cool scenario generator from a game called Robots & Rapiers) and those posts have got me thinking...

Artist: Bruce Bailey
A properly done random encounter table can be an efficient "delivery system" for an entire campaign.

By "properly done," I'm thinking nesting.  Wheels within wheels in a spiral array, baby. :-)  Below is version 1.0 of a possible master campaign event table.  Each potential result will likely spawn more die rolling on other tables or on-the-spot choices to be made by the GM.  The key is that these choices not be too open-ended, but ratcheted down by the previous die-roll results and the present situation.  The top-level table must be simple enough to be memorized.

Master Event Table:

Every day that the PCs are out in the world (wilderness, city, whatever... but not a specialized closed environment like a castle or a dungeon), roll 1d12:

1-5:  Nothing unusual occurs.
6-8:  Intra-party event occurs.
9-10:  Location-based event (i.e., hex-specific random encounter) occurs.
11:  Random adventure hook occurs.
12:  Large-scale "plot" event occurs.

Seems simple, but there's a lot packed in there.  Here's more about each type of event:
  • Nothing unusual:  Of course, the GM should still roll to figure out what the weather will be, keep track of PC rest and rations, and so on. Do the PCs need to hunt or forage for food?  Do they need to go to a market or take care of their horses?  Some people may not be fond of all that day-to-day record keeping, but I think it keeps this whole enterprise from devolving into a video game stuck on the "Easy" setting. 
  • Intra-party event:  By these, I mean things like checking NPC morale to see if any henchman run away, or seeing if anyone comes down with a case of trench foot, accidentally tips over a beehive, or has their saddle-bag straps break when they're trotting over some deep mud puddles. Maybe a cleric character has a prophetic dream?  Or a bard-acrobat accidentally injures himself when practicing his juggling?  If the GM rolls on a sub-table, I suggest crossing off an event once it happens, to avoid repeats.
  • Location-based event:  Each "hex" on the campaign world-map should have its own local "wandering monster" type table that's appropriate for that location.  No jaguars in the tundra, please.  These days, I'm more apt to keep kooky monsters as a very rare and special thing, and populate these lists with more of a panoply of human and animal variety.  There's ample room for the weird and gonzo without needing to dip into the bestiaries of Tolkien, or the ancient Greeks, all the time.
  • Random adventure hook:  I may have talked them down at the top of this post, but in moderation they can add some spice.  These events can happen pretty much anywhere and can be the start of something the players will latch onto as a goal.  The Robots & Rapiers generator linked above had several tables worth of possible "scenario introductions," and there are many other suggestions for "adventure starters" out there.  I'm also thinking about including my ideas for unorthodox rumor delivery in this category, too.
  • Large-scale plot event:  Ah, here's the home of the grandest designs of the GM.  The mythic over-arching narrative arc.  Maybe some don't think that a sandbox campaign is the place for something like this, but if used sparingly, it can transform a series of unconnected events into an epic.  If one is running a feaux-medieval fantasy world (without cellphones and global networks), then these big plot "events" should be location-based, too.  Each kingdom has its own grand intrigue.  A plague of zombies or vampires starts at a given ground-zero and spreads at a given rate.  GMs should have a big map with big swaths of area circumscribed for these kinds of major events.  Maybe the PCs could be lucky enough to travel all the way through one of these regions without interacting with the big event, but with a 1 in 12 chance per day, who knows what will happen?
Other details:

If any event happens, the GM can also roll to find out what time of day it happens.  Of course, many of these rolls can and should be done either in advance, or at the subtle tap of a laptop key, to help maintain the illusion that everything is happening according to God's own plan.  :-)

Also, I'm sure that I'm not the first to have the idea to base both "local" and "global" events on a unified set of nested random tables.  I'll bet someone has done something similar with grand-campaign type games like Pendragon or World of Darkness.  This is just my own take on these archetypes of the RPG collective hive-mind....

Saturday, December 8, 2012

Spoonerism Saturday

Three hour flight delay in the airport... what to do?  I suppose I could do some, you know, actual work, but how about a blog post instead?  :-)

Both in games and in other forms of artistic creation, we often dip into the well of randomness to kickstart creativity.  Often it's done consciously, but sometimes our subconscious minds do it for us.  One example is the verbal spoonerism, where one intends to say a specific phrase, but a few of the letters get jumbled around.  (Sometimes the spoonerism may become more well known than the original phrase... like bass-ackwards?)

There is spo noon.
You can easily find lots of example spoonerisms out there, but for the last couple of years I've been keeping track of the ones that I hear (or say) in everyday life.  Below is a sampling.  Maybe the chance combination of syllables could get some creative juices flowing?  Or at least generate a chuckle or two?

(Note: not all are "pure" spoonerisms, where the first syllables of two adjoining words are transposed.  The wikipedia entry linked above also discusses a proposed definition of "kniferisms" and "forkerisms" that deal with other syllables.  Some of mine probably don't even fall into those neat categories...)


bopped a plock-up  (blocked a pop-up)

sundraising fupper  (fundraising supper)

a flue gew sticks  (a few glue sticks)

pence-fosts  (fence-posts)

pass-snerchin'  (purse-snatchin')

BcCormack Macon Pieces  (McCormack Bacon Pieces)

macaroni and chaise tree  (macaroni and cheese tray)

cast cotegory  (cost category)

villi chezzie  (veggie chili)

potem tole  (totem pole)

toter vurnout  (voter turnout)

When Hallie Met Sarry  (When Harry Met Sally)

The Mantom Phenace   (The Phantom Menace)

Mess-winster  (Westminster)

show snovel  (snow shovel)

chee-kain  (key-chain)

tee two-spoons  (two teaspoons)

logue brudger  (rogue bludger)

Is your zacket jirped?   (Is your jacket zipped?)

beed firders   (bird feeders)

Many more beyond the cut...