Showing posts with label Unqualified Speculation. Show all posts
Showing posts with label Unqualified Speculation. Show all posts

Friday, August 11, 2023

The GM Is Dead, and we, Murderers of All Murderers, Have Killed Him

With apologies to Joyce: only big titles for small posts on account of the sound. 

Some time ago, I stumbled on this thread: it's a very, very detailed review of a Paizo adventure path from the 3.5 days, on a forum called the Gaming Den. I'm not in the habit of reading RPG forums, and I've never played D&D 3.5 or any of its cousins. I can't for the life of me remember how I found this or why I chose to read it, but I did. 

It is fascinating. 

Not the interminable room-by-room summaries of every single dungeon in the book, that stuff makes my eyes glaze over. It's the stuff in between, the opinions in the margins and the arguments that erupt. This thread is, in reality, a type of fantasy fiction. Reading it, I was transported into a strange and different world: a world where monsters are discussed in terms of 'beatsticks' and 'closet trolls', players are assumed to have whatever magic items they want and can afford, and characters go from level 1 to 20 in three months. 

I'm particularly interested in a vitriolic little exchange that starts at the top of the third page of the thread. I'll summarize:

A: By the time the PCs can cast sixth level spells, they can shit gold and gems if they want! They should be spamming planar binding and getting xorns to dig priceless diamonds out of the elemental plane of earth!

B: No, if you go over the Wealth by Level in the DMG the DM is supposed to take the excess money away from you, and if you want henchmen you need a feat. Stop passing your houserules off as actual rules.

A: No, it's a character building guideline, and it's not a houserule to put together the rules for various spells and see the PCs can generate infinite wealth at this level, also there are other ways to get henchmen and hirelings. 

B: Only in that everything in the DMG is a guideline, the DMG says to take OP abilities away from PCs, and since the WBL table goes up to a million at level 20 it can't be infinite at level 9, also planar beings and wishes will screw you over.

I'll stop. 

As best I can tell, the claims are that, by combining a few vanilla spells that allow one to control or transform into beings that can create wealth (like genies) or can work for the PCs (like xorn) it is possible for the PCs to make way, way more money than the game anticipates. 

Now, I don't have a dog in this fight, rules-wise. What interest me are the norms of this discussion. Namely, this is being argued in terms of legitimacy rather than merit (my girlfriend is a constitutional law nerd, and she's insisting that this is an argument between originalist, textualist, and, on my end, judicial activist modes of interpretation). What is asked here is not "how would implementing this set of rules improve or impair the experience of the game" but "is this what the designers intended."

I needn't remind the readers of this blog that, once upon a time, the game was only house rules: the culture of kit-bashing and designing bespoke systems in the OSR sees to that. There is also a culture of interpretation: reading over the 1e DMG and OD&D, crawling through the attics of innocent Wisconsonians for scraps of old notebooks, and holding forth on initiative rules with nigh-Talmudic seriousness. I confess to having done some of these things. But I also maintain that the question there is "How did the original players think, and what can that teach us?" as opposed to "What was the intended method of play, so we can do that."

It matters not a whit whether the authors of the 3e DMG wanted you to take excess wealth away from your players, only what effect this has on the game. Your game, at your table. 

That's the crux of the issue, I think. Partly as an edition thing (with the increased focus on character-building as an aspect of gameplay), partly as a community thing (with the rise of character-optimization communities, especially on online forums), partly as a business thing (make sure everyone is playing with the published rules, in the published settings, using published adventures, so that they buy our books) the experience of the game for many players has shifted away from the experience of playing at a given table, characterized by a particular DM and players with their own faults and foibles and opinions and houserules, and towards the partly-imagined experience of playing a sort of platonic ideal D&D, where the rules always work as intended and the setting is exactly as published and the game is a regular progression of CR-appropriate combats atop masterful battlemaps. Both DMs and players do this (I know I have, especially in times when I didn't have a regular group). I can't help but think that Joseph Manola's writing about RPG books as fiction is relevant here. 

The result is the argument summarized above, appealing to the rulebooks without a thought for how this affects the experience of play or the world of the game. 

My own, possibly controversial opinion: characters in double-digit levels using magic to create vast sums of wealth, far more than they could gain through normal adventuring, is not necessarily bad. 

There are caveats. It is bad if it damages the play experience, or runs counter to the setting. The adventure path assumes a game and setting wherein getting paid thousands of gold pieces to adventure is something desirable and appropriate, in which there are many characters of this level and higher, who do not themselves have infinite planar wealth. Leaving the world-saving mission to go make a ton of money by spamming spells would indeed be destructive to this playstyle and game. 

But let's imagine, starting from this principle, what such a world might look like, where the right combination of magic spells can yield endless, untold riches. What would a PC that has done that look like?

The first thought that comes to mind for me is the sorcerer Maal Dweb, from the short stories of Clark Ashton Smith (The Maze of Maal Dweb and The Flower Women). All-powerful, surrounded by wealth and wonder, and incapable of enjoying any of it. Clearly not a character devoid of drama, or ill-fitted to appearing in an adventure game, whether as a player character or an antagonist. All it requires is recognizing what sort of game, in terms of style and genre, the rules imply we are playing. Justin Alexander made this case in an old post (actually, almost as old as the adventure under discussion in the thread), that people like to stat up their favorite fictional characters as 20th level D&D characters (this specific incarnation is more of a 3e thing, since that's when 20th level got codified as the top of the usual power curve, but Gygax was statting up Conan as a teens-level fighter/thief multiclass decades earlier, and it was just as silly then). Luke Skywalker is the bestest jedi ever, so he's 20th level, right? 

Well, no. Not just because 'levels' is a silly thing to apply to fictional characters wholly outside the framework of an RPG, but because the sorts of things a character can do is heavily dependent on the genre and the kind of story being told. Need I remind everyone, Inigo Montoya is second level (yeah, yeah, and Gandalf is 5th). 

Just because you paid for the whole speedometer doesn't mean you should use the whole thing. Just because you have a system that goes up to 20th level doesn't mean you need to put all your GMPCs at that level. A lot of settings would benefit from bringing down the power curve, stats-wise, in order to make some more sense. 

Conversely, extrapolating from the rules in any edition of the game and hypothesizing what a high level character would look like in the fiction of the game gets us high-fantasy pulp stuff, or superheroes, depending on the edition. Lean into that! The old AD&D modules topped out around 14th level, and those had you taking on the avatars of evil gods! 20th level characters should be ruling nations, leading religions, and getting into wars/negotiations with extraplanar beings over blood diamond mines on the lower planes. Recalibrate your expectations! 

After a fashion, I feel sympathetic for these guys on the thread. They've run into the contradictions between the ruleset and the explicit setting, and are flailing around to fix it. They're going about it the wrong way, but clearly they're trying to fix a problem. 

Now, am I suggesting that the approach above leads to a good game? No. But I do think it should be interpreted as an opportunity for drama and conflict instead of a bad rule in need of fixing. To any GM faced with such an issue, I must ask, where do the items conjured by, say, a genie, come from? Maybe in your setting the wish spell simply creates matter from nothing in the desired configuration. If so, you may have some setting implications to think through. But maybe it doesn't. 

In my games, items like the Everfull purse, which creates small amounts of coinage apparently from nothing, actually steal the coins from elsewhere: the coins are randomly teleported into it, the closer the more likely a given coin is to be teleported. As a result, such items are illegal, and it becomes very difficult to use them to create a stockpile of infinite wealth; you end up stealing from yourself. Some might interpret this as a mean-spirited ruling to nerf the players, but I must heartily disagree: this is keeping up the drama. If a PC uses the above methods and tries to make infinite wealth by turning into a genie, where does that come from, and what does it imply? Does it perhaps come from the coffers of some other genie? After some time, will many such beings discover they are being stolen from, and seek out the miscreant abusing their powers? When an efreet rewards a PC with money, is it perhaps coming from the efreet's own stash on its home plane, or perhaps borrowed from another, to whom it is now in debt?

A related question: if a player shapechanged into a genie can make infinite wealth... why aren't the genies also doing this? Or are they? Or does this run the risk of crashing the magic item or gold market? Are there regulatory bodies, terrestrial or planar, that come after them?

These are all questions which lead to more drama. The problem with 11th level characters using shapechange to make tons of money isn't that it breaks the wealth tables, it's that these reviewers are arguing this entirely on the plane of book rules rather than interpreting it in the context of the game world. It's assuming that the world isn't consistent, isn't interactive, that it doesn't bite back; that it exists only as a vehicle for the published adventure. 

I think that's a very sad way to run games. Let the players get in over their heads, and let there be consequences! Let them push the big red apocalypse button! A campaign that ends up with PCs on the run from genies because they're abusing wishes sounds awesome, and I'd much rather keep the possibility of such crazy scenarios occurring than squash them to ensure that the regularly scheduled adventure path continues as normal. 

As much as I've used published material in the past, and will continue to do so, I'm glad that my upcoming campaign is going to feature a lot more original stuff. When I read the stories from the oldest campaigns (including some that are still ongoing) I can't help but feel a white-hot energy there, a creative joy on the part of GMs that is essentially linked to their freedom in the absence of standards for what the game looked like. There's almost no published material that captures this; it is a delicate thing that emerges from the table, in actual play, and doesn't survive being pinned down and stuck to paper.  

Monday, July 24, 2023

Min-maxing Isn't a Problem, Except When It Is

I just watched this video discussing the topic 'D&D Min-Max-ers Are Valid' featuring Brennan Lee Mulligan and Jasmine Bhullar. There's less discussion of the topic than I hoped, though I disliked their treatment of the topic less than I expected. Still, I think they manage to miss the point in a very juicy topic of discussion, and since I had strong opinions on the matter I have come to inflict them upon you all. 

I must confess: I am a min-maxer. And I have a problem with min-maxing. 

Does that not make sense? Read on.

Hello, Byzantine

Before I played TTRPGs, I played videogames, including a lot of CRPGs and single-player games. I was, and remain, a compulsive save-scummer. When I played Baldur's Gate, or Thief: The Metal Age, or Morrowind, or Hitman: Blood Money, I would be constantly saving, taking an action, failing, and trying again until I could get it exactly right. 

It was not fun, but I did it anyway. 

In our neck of the woods, it's not unusual to complain about the tyranny of fun, the notion that bowing to the dictates of short-term enjoyment makes long-term satisfaction very, very difficult to cultivate in a campaign. This is a related problem, I think. The satisfaction of finally getting past that one guard in the most difficult and obvious way possible after a dozen tries is short-lived, and by committing myself to that I cut myself off from many other, much more enjoyable, approaches. How many cool assassination options did I miss in Hitman, how many side paths and schemes did I miss in Thief, because I wanted to bulldoze through the game in a straight line?

It's worse in RPGs. I recently went back to Baldur's Gate to try out an evil playthrough. The first time I played it (very recently, I assure you) the first dungeon I found was actually the Ulcaster Academy. On this playthrough I decided to make a beeline for it. I was fine until I found the vampire wolf, and realized I didn't exactly have a whole lot of magic weapons that could damage it. So I save-scummed. I tried a couple dozen different times to set the fireball just right, give the rare magic weapons to the right characters and make sure nobody died. It took me a while to remember I had a dragon sorcerer and a storm cleric whose special abilities could take it down. By that point I had failed many, many times. 

That experience was not strictly unenjoyable. I had some fun trying (and failing) to kill it with a fireball trap. But there was more frustration that satisfaction. I would like you to imagine the same thing playing out at a table, the players bulldozing into an encounter with a creature they cannot normally beat, and demanding a do-over each time someone dies until they can get the perfect outcome. If I had players like that I would quit GMing. 

By contrast, I wrote recently here about my first time playing Ultima Underworld this past year. I went in completely blind. Others might find the experience detailed there to be undesirable, but it was a blast for me. I was immersed and engaged. I was afraid and surprised. I died a miserable death, and loved it. 

The bottom line here is that many of the best experiences in gaming (video or analog) happen under conditions of sub-optimal play. Part of this is because sub-optimal play leaves space for learning and optimization, which are often enjoyable, but also because it creates room for improvisation and unexpected situations. 

Back to TTRPGs. 

I think games are at their most boring when they're optimized. This can be related to the creation of a meta (my best friend in high school was a relentless optimizer who tried to get me into TF2, MtG, and Realm of the Mad God by bashing my head with the meta first, no dice, many such cases), but just as often it's smaller bits of optimization like a character creation system that have a few, clear peaks. 

Unlike videogames or card games, TTRPGs seem uniquely situated to prevent the dominance of meta or super-optimized tactics thanks to the GM's freedom to create new challenges and issue rulings. That's why I don't regard D&D monsters like the ear piercer as something bad. These are the footprints of an ever-evolving cat and mouse game between player and GM, but one which neither side is trying to 'win.' The GM could 'win' that fight in an instant using infinite Tiamats, but it would be totally worthless, because the enjoyment is in playing the game and the goal is to keep it going. Without GM freedom, the players could 'win' by finding the local optima and crushing whatever 'level appropriate' encounters got in their way, but that too would be hollow because there would no longer be the sense of risk, surprise, and unpredictability which made it fun. Just endless CR-balanced encounters at regular intervals allowing for rest, stretching into infinity. Perhaps we must imagine Sisyphus happy, but I think players and GMs would concur with the Greeks that this would be a curse. 

But this is perhaps too harsh a treatment of optimization. It is an activity in which many people engage with enjoyment. And it should be clear that optimization and min-maxing are not quite the same behavior. Mulligan and Bhullar offer some pat responses to the issue, but it remains that min-maxing is a behavior which occurs and which many people evidently have a problem. I think they missed the subtler point, which is that min-maxing and roleplay are antagonistic to one another. This does not mean that a single player can't do both, or that a campaign cannot include both (examples to the contrary abound), but rather, that they are different activities. When one is min-maxing, one is not roleplaying. 

They come from a culture of play which takes for granted that D&D (5th, pretty much exclusively) is a storytelling game. This is not an opinion I share, but it remains that many people run story-centered games using it and show no signs of stopping. It should still be clear under these premises that when min-maxing occurs, storytelling does not occur. 

But we should not take this for granted. 

One doesn’t often find discussions of min-maxing in games of Call of Cthulhu or Paranoia. This is in part because there’s not much to optimize in either, and in Paranoia the character creation process invites other players to screw up your character and make them a gormless idiot. But it’s also partly because optimization wouldn’t contribute much to either game. Cthulhu characters are created to die or go insane, that’s the payoff, it’s fun. Being the only gormless idiot in a party would be tiresome, but a whole group of them is hilarious and fits perfectly with the game’s comedy dystopia. 

We might also consider Vampire: The Masquerade. I ran a one-shot of V5 earlier this year for my regular group, mixed results, but spent a while reading through optimizer threads about the earlier editions. Apparently the original Vampire: The Masquerade was broken in terms of character power right out of the box, with Celerity being by far the most potent physical discipline and Dominate, well, dominating pretty much everything. I get the feeling that this wasn't much of a problem during the original game's development, given that it's explicitly aimed at being a story game (before that term got more closely codified). If one is playing a game of undead ennui, I can see the horrendous balancing not coming into play much; the issue arises when people come to the game with the assumptions of tactical play and that the system exists to be optimized. Lesson: don't bolt a complex and badly balanced character creation system onto your story game. 

Early D&D is arguably in the same boat as CoC and Paranoia. Stats are random and hard to change, classes don’t give you much power, spell selection is limited and semi-random, a lot of power comes from magic items whose acquisition is uncertain, etc. 

Discussion of min-maxing really kicks off with AD&D 2nd edition: it’s no surprise that this is the edition which opened up point-based class customization, kits, and player-facing splatbooks, but also the one which enshrined the attitude that D&D is a storytelling game into the rulebooks. Two commercial interests, one to sell to players, especially optimizers and completionists, by expanding options for character creation, and the other to sell modules that could be commissioned and put out with a minimum of play testing (such as the Dragonlance modules, which began earlier under 1e but certainly reached the height of their influence in 2e, explicitly story-centered and horrendously railroaded products indistinguishable from the novels which they were adapted from/into) collided to create a play environment in which mechanics and world/narrative are at odds. 

This is the major complaint. The issue is not, as Mulligan and Bhullar seem to think, that novice GMs have difficulty challenging powerful characters, but that when I am recruiting players I have to deal with people who ask me if I know about the 'coffeelock' (this seriously happened, I blacklisted the guy there and then). Is it not right to respond to such things with wailing and gnashing of teeth?

To be clear, the problem is not that min-maxers seek to optimize, but that they view the game mechanically first and as a world second. My job as a GM is first and foremost to present a world in which my players can act. The rules are an aid to that end. I would rather have players who understand this, and recognize that disjoints and exploits in the rules are the result of mortal error, not the nature of the fantasy world. 

The problem of min-maxing is twofold. First, there are players who engage with the game primarily on the basis of system optimization. Second, the world of the game is one in which this optimization leads to dissonant outcomes. 

For examples of games which both allow optimization and have a world consonant with it, we might consider superhero games. I shall neglect to expand on this point. 

To ground this a bit more in the text, Bhullar makes reference to the 5th edition paladin/warlock multiclass, which is widely understood to be very powerful. It is taken for granted that this is an example of min-maxing, rather than one driven by roleplay. It is not impossible for this to be a roleplay-driven decision: I can easily imagine a paladin who loses their faith and turns to the patronage of some other being. But I would assume that this was not the case. 

Does this matter? Only insomuch as character classes are something other than bundles of mechanics. If paladins are only martial characters who can cast some spells and do big damage against some creatures, and warlocks are only short-rest based casters, nothing objectionable occurs. But hopefully, a GM and their player would want these things to mean more than that. This is a fantasy roleplaying game, and perhaps the paladin class exists to facilitate the fantasy of being an oathbound knight and the warlock exists to facilitate the fantasy of being a magician bound by a pact. Both of these are excellent fantasy archetypes. It would not even be difficult to combine them. Perhaps the paladin's oath and the warlock's pact are guaranteed by the same being, who grants its servant gifts from different 'packages' as needed. Perhaps this is a fallen paladin in a world where paladin powers cannot be revoked who seeks a new benefactor. But this would be unique to a given table, and this runs contrary to the assumptions of this culture of play: because a GM who grounds this choice in flavor might, say, require a quest to obtain the favor of the patron, or may even declare that in their world, this would not make sense and hence is off limits. I can just imagine the fire, fury, and r/rpghorrorstories posts that would result. 

Matt Colville has made a version of this point before, so I will reiterate it only briefly. The game design choice to separate character creation options from the flavor of the game is one which I would characterize as a failure to make mechanics and roleplay consonant. The result is a game in which the two are effectively independent, and thus a game which is not 'about' anything in particular. I have great sympathy for the GMs who complain of min-maxers, though they may not understand the root of their complaint. 

An example: I've run a short Legend of the 5 Rings 4th edition campaign a couple of times now. This is a game which comes with a detailed default setting and character options which are firmly grounded within it. If I were running that game instead, and a player wished to, say, take a dip in another clan's school for a powerful synergy, my response as a GM would be immediate and clear: this does not make sense. I might permit a player to effectively betray their clan and court another to learn their techniques, which would take quite a lot of time and effort and have serious ramifications for the campaign. If they wanted to keep learning their original clan's techniques, they might have to seek out a teacher and bribe or blackmail them, or find one in exile, if one such even exists. I suspect very few players would object to my placing these obstacles in the path of the player's optimized character, since it is clear within the norms of L5R that these mechanical decisions are closely linked both to flavor and to the character's place in the world. It is one in which mechanics and roleplay are consonant.

That is the sort of game I like to run, and I think it's the sort of game many other people would like to run, if they knew it existed. To dismiss complaints of min-maxing without seriously considering their origins does a great disservice.

Friday, May 5, 2023

Old-School Advancement: A Lacanian Approach

Noisms over at the Monsters and Manuals blog has an interesting piece relating the Gene Wolfe book the Wizard Knight to high-level old school play. I wrote a comment in response:
As a hybrid approach, what about planar currencies? It won't have the Wizardknighting effect, but it may lend itself instead to a sword-and-sorcery texture. 

The doughty lord sits in his palace surrounded by the wealth of the ages and feels nothing. Gold has lost its lustre. Until one of his far journeying courtiers / wise soothsayers / demonic servants tells him of the blue crystal roses that grow on the sapphire beaches of the Nightly Shore. The fire in his blood is stoked once more, prepared for a deadlier and more glorious adventure than ever before. 

Maybe this sort of approach can be a buffer between gold-for-xp and wizardknighting. Past nth level, gold no longer gives xp, but each blue crystal rose is 1000xp. A few exist in this world, but to find them in quantity you must travel the planes! There may be many such currencies associated with various planes. Once the PCs are already planar travelers, switch to xp-for-planes or henchman xp. 
The idea of planar currencies is an intriguing one which I may develop more later, but this happened to dislodge another idea when I read the post. But first I have to introduce some rather obscure concepts. 

But I warn you, the crystal rose may be plucked only by a cunning stratagem...

Jacques Lacan was a French psychoanalyst who in a series of very influential lectures until 1980 examined the role of desire within the Freudian tradition. Many of the ideas and terms he created and developed became part of the core not only of psychoanalysis, but also of other fields such as literary criticism. I don't claim to understand any of it in depth or extent, and I will instead recommend this review of Bruce Fink's A Clinical Introduction to Lacan as a jumping off point. There's just one little concept I want to borrow from that tradition. 

The objet petit a (the partial object, or the partial other) is the thing one desires. At the same time, it can never be acquired. To use a videogame analogy, the objet petit a is not the thing in the quest reward box, it is the quest reward box. When you're doing the quest, desiring the reward, it seems shiny and out of reach. Once you get it, there is a moment of satisfaction, but one quickly grows tired of what one already has. By this time, there is a new quest with a new reward. It's not that the objet petit a is really hard to obtain, it is not a thing which can be obtained at all. The objet petit a which can be grasped is not the true objet petit a

There is an exception to this: it can be acquired in a fantasy. 

Within the imaginary space of a fantasy, it is possible to acquire the objet petit a without it losing its appeal. It still appears as something else, but it keeps all the value and shininess it had when you didn't yet have it because... you don't have it. Except in a fantasy. 

That opens up a really weird question about characters in fantasy role-playing games and how their desires interact with those of the players. Can player characters acquire their partial objects?

Insofar as these are parts of a player's fantasy, they should be able to do so. But this is a role-playing fantasy game, the players are taking on the personae of characters in that world. Everyone from the most cantankerous grognard to the most avid storygamer will agree that these characters have desires and goals of their own, not necessarily those of the player. Should these characters, then, not experience the objet petit a? Should they, unlike a pure fantasy, be incapable of entirely satisfying their desires?

This makes some sense to me. When I think of players who have been good roleplayers at my table, and those who have not, it seems like this might be part of the distinction. Keep in mind that 'bad roleplayer' does not necessarily imply a bad player. My little cousin is, at age 8, a bad roleplayer, but still great fun to have at the table. The crucial difference is between players who have processed that their characters have goals and desires of their own, vs players for whom the character is merely a way to play out their fantasies. This behavior is less charming in adults, especially when the player's fantasy is one which runs counter to everyone else's fun. 

This is part of maturing as a player: no longer treating the game (and the player character) as a vehicle for fantasy alone, and instead role-playing a character who themselves has goals, desires, and, subsequently, fantasies. 

I think this may also be a hidden genius to the xp mechanic, which aids this roleplay in a very subtle manner. The character may acquire any number of desired objects in the game world, but they are only ever stepping-stones for the player, means to further advancement. Both player and character desire gold. The player, as in a fantasy, may be satisfied with this, but the character is the world would not be. Thus, the structure of experience points is created to drive the player to act in the same manner as the character. There is always more xp to find, and the player is thus encouraged to consider their character as an entity driven by something other than player fantasy. 

That brings us back around to noisms' idea of changing the xp-granting object at various points in the progression. At some point, gold is no longer enough to fill the slot of objet petit a, and so other desired objects must be found. At first they may still be physical objects, new and fascinating currencies or treasures. But eventually those no longer satisfy, and desire may turn instead to ascension through the plains, or the advancement of hirelings. I'm not especially partial to the idea of character 'arcs' in role-paying games, especially when they're planned ahead, but I am interested in the growth of characters organically. This occurs mechanically by leveling up and acquiring equipment of course, but also by the expansion of character influence, henchmen and hirelings, domain play, the character takes on responsibilities of increasing scope. The ratcatcher looking for gold in a tomb is not the same person once they're leading a small army of loyal followers. Perhaps it makes sense that their desires, mechanically represented by changing sources of xp, should as well. 

It's an interesting concept which could add a lot of texture to a long-term campaign. I'm tempted to build it into my own upcoming campaign now, though I'm not sure how to. Expect more on this subject.

Wednesday, June 29, 2022

An Alternative Humanity in Vampire: the Masquerade

Not dead, just busy. I finished another year of college, finally decided my major, read a very weird book and enjoyed it more than I can explain, have cultivated a wonderful relationship, and I've been running some one-shots in Cyberpunk RED. My only regret is that the Ptolus campaign collapsed a few months ago due to my Covid, then another player's Covid, then exams, and then entropy. It went for about 13 sessions, I'll probably write up a reflection on how I failed to execute on my vision for it.

I happened to listen to this video about Vampire: The Masquerade's bloodlines and it actually got me excited and thinking about VtM. "Golly!" I thought. "Shapeshifting Gangrels living as sea monsters? Packs of identical Agent Smith vampires that can freely shift body parts between each other? Just straight up gargoyles? Those do sound like elements of a fun game!" I went looking at the VtM 5th edition book, which I'd taken a shallow peek at before, in case any of it grabbed me. 

Or, you know, that other thing vampires do

Unfortunately not. Partly it's the book's layout and presentation, which is certainly moody (I like the opening pages which depict in-universe documents accumulating on a desk, clearly differentiated from the actual rulebook) but bloated with self-indulgent terminology. It's also the fact that the book isn't made for people like me (I was a theater kid, yes, but not goth). The underlying assumptions of modern storygames chafe, and I'm quite turned off by the book's attempts to mix the banal and modern into the grand and dark, like Camarilla members apparently saying the word 'lol' in secret communiques or one vampire referring to themselves as 'a fucking creature of the night.' 

I get what it's going for, I like the grotesque as much as anyone else, but there's more bathos than pathos here, and when vampires sound like teenagers (or young adults. Or twitter users. Or low-rate US genre fiction writers) I'm not inclined to feel horror, terror, or pity. 

I also recalled some posts by The Alexandrian and Yora (Spriggan's Den) about Vampire, specifically what a 'game of personal horror' is and how game structures, especially the Humanity mechanic, work, or fail to work, into it.

Vampire depends on a downward spiral of degeneration, the constant threat of falling to the Beast which makes a mockery of eternal life. In Vampire 1e, according to Alexander, this intent was undermined by the Humanity mechanic having very few things hanging on it, being triggered effectively at the GM's discretion, and being set up to plateau at the player's preferred level of behavior. I'm not sure how Vampire 5e's system holds up in comparison; the Humanity system has a few things hanging off it, mostly related to Blush of Life, the ability which allows vampires to appear human, and the Stains and Remorse systems seem to apply more pressure, even though the setup does seem to be the opposite of a slippery slope; the less Humanity you have, the more difficult it is to lose Humanity. 

Even so, the 5e book states that "Humanity only shifts in response to actions with major story significance." Which is kinda the opposite of what I would want for a game of personal horror. It centers the major, climactic decisions of the players, rather than the small and apparently meaningless decisions, or the slow grind of entropy. 

Hell, looking across the way to Cyberpunk RED, which I've run a few sessions of, the Humanity mechanic there serves its intended gameplay purpose much better. It's a rating out of 100, with an original maximum set by your Empathy stat, with both the current score and maximum score (usually to a lesser degree) decreased with every piece of cyberware you install. It's one of the very things which gives CPR its 'cool' factor, cybernetic enhancement, which degrades Humanity, a constant temptation to trade it for power, and the results on gameplay are immediate through its penalty to Empathy and all rolls made based on it. 

Compared to that immediacy, granularity and clarity, Vampire's Humanity system doesn't cut it. Still, I don't think a straightforward conversion. with every additional Discipline resulting in lost Humanity, would be effective.

I've never run or played in a Vampire game, so take this with the same bucket of salt you should always give any critique of a game system by one who hasn't played it RAW, but here's a little daydream about an alternate system, with a different vision for the game. 

The New Humanity

One thing I do like in the V5 Humanity system is the Touchstones element, "humans who represent what you used to value in life, someone who represents or seems to incarnate one of your Convictions. If lost, the conviction is lost as well."

That's what I like to see! A vampire in the early stages of their undeath clinging to the people around them only to gradually lose them, like sand slipping through their fingers! A few problems with this though, there's too few of them. RAW, characters start with as many Touchstones as Convictions, that is to say between one and three. Less sand slipping through your fingers, more like very large marbles. 

They're also not directly related to Humanity, they're a way to maintain your Convictions, which guide character behavior and can sometimes reduce Stains gained and thus Humanity lost. Not my idea of elegance. So, here's the idea.

When a neonate is first infected with the blood of Caine, when they first brush up against their new bestial nature, their soul recoils. No matter how depraved they were in life, the abyss stretching before them is deeper and darker than they could have ever imagined before, and they're sent screaming back to shore. But there is no more shore, only pebbles. The embraced vampire grabs onto whatever they most valued in life as a desperate defence mechanism. These are often people, family and friends, idols, mentors, students, but just as often can be other things. Institutions, ideas, ideals. If the newborn vampire was especially lonely and not very high-minded in life, wealth and property will have a prominent place there as well, the hard-won fortune and the family land. 

Let the players get abstract with this, they'll have the space for it. I think the right number would be either ten or twenty. Ten would allow you to work directly off the V5 Humanity list, twenty would allow you to incorporate the number of remaining touchstones into roll-under Humanity checks. A d100 list of examples would be useful. Touchstones, or maybe we'll call them 'Remembrances' or something, are linked directly to your humanity score, and cannot be switched out or replaced once lost.

And you will lose them.

They will be threatened, and since you start out with a bunch the GM can attack different ones without the game becoming repetitive. Trying to protect them is a constant struggle, and one ultimately doomed to failure, no matter which ones you pick or how stable they might appear to be. There will always be some contrivance ("my touchstone is the Notre Dame cathedral." "My touchstone is the environment." "My touchstone is the reliability of the scientific enterprise" well sunuvabitch). That contrivance is straight up built into the game's expectations and procedure, the GM always has an active list of player touchstones being targeted. 

God hates vampires, and the GM is His willing instrument at this table. 

A careful and competent vampire could go for a few decades before the living people on the list go out, claimed by old age even if they're protected from all other harm, and turning them into vampires or ghouls won't help. The more durable or transcendent ones will last a while longer, your family name, your nation, your ideology, your home. Eventually, an elder vampire is reduced to monomaniacal, obsessive focus on maintaining a handful of things whose relation to their original life is tenuous, their wealth, their influence, their power. They will do literally anything to protect these, more jealous of their hoards than any dragon, because if that last string is severed, they'll fall, and there's no rock bottom in oblivion.

This would depart slightly from the V5 expectations, where most neonates start out with Humanity 8, and having Hum 10/10 representing saintly behavior with according bonuses, but I actually prefer this. The idea that newborn vampires start out being almost indistinguishable from humans, the use of their powers being totally unnecessary to maintain habits like digestion, sex and daytime functioning, and slowly decay from there, fits my idea of a Vampire game much better.

What do you think? Have you played Vampire? Leave your comments below, and as always, have a good week.