• The Oracle

    Recently I tweetstormed through Dragonlance: The Fifth Age, a ‘Dramatic Adventure Game’ from the AD&D 2e era. I found a lot of mistrust in its audience and a lot of legacy pulled across from 2e that weighed down a system with a lot of potential. I thought it might be interesting to redesign it here, with commentary. First up, a tension: Do I reproduce the system and ‘fix’ the problems, or do I design something inspired by the system? I think I’ll explore both and weigh my feelings.

    To begin with: There is nothing about this system that merits or scaffolds the Dragonlance themes or setting specifically. So I’m going to go generic fantasy. Let’s call it Oracle, because it revolves around this custom deck of 82 oracle cards. Baseline assumptions: Not tactical combat, GMs, PCs, an Oracle Deck instead of dice. If what I come up with is interesting and solid enough, I’ll refine it, polish it a little and release it for free as a system reference document with a Creative Commons license.

    The Oracle is 8 suits of 9 cards, and 1 suit of 10, each with a colour palette, an associated character and and associated moon. So a card might be “Lord Knight of the Dark Serpents, Five of Swords, Crimson Blue, White Moon Rising”, which is a HUGE amount of interpretive information at your fingertips. 

    With nine suits, we can make our characters more specific if they correspond with skills and not generic abilities. As an interim solution, I’m going to throw some FiTD actions into here for now:

    1. Hammers – Wreck
    2. Swords – Skirmish
    3. Anvils – Tinker
    4. Wands – Finesse
    5. Eyes – Survey 
    6. Moons – Prowl
    7. Hearts – Sway
    8. Crowns – Command
    9. Dragons – Attune

    For a colour scheme, relating it to the six emotions of the emotional colour wheel gives us the opportunity to bring specific emotional content to the deck if we choose. This gives us six colours, and thirty emotions to play with, with 21 ‘remaining cards’ cards that I’m sure we can fill from a thesaurus or another emotion wheel. This gives us a flexible way to improvise reactions, demeanours, natures, or relationships.

    For the astrology scheme, using it to differentiate positive, uncertain and negative is useful, but a five way differentiation would give us degree: enthusiastic, positive, uncertain, negative and hostile. My favourite option: Simplified moon phases – new, crescent, quarter, gibbous, and full. That way, if we included waxing and waning, we could have a system that allows five or eight phases, as we choose to interpret it, and a little weight if we need it (full and new occur less than crescent, quarter and gibbous). 

    I’ll put a pin in that then we’ll come back to creating it once we’ve seen what we need from the rest of the system. Next week I’m re-reading and reviewing the Anti-Sisyphus zines by Jared Sinclair, and after that, we’ll look at action resolution.

    How do you feel about Oracle decks as basis for TRPG systems? Have I chosen useful categories or sufficient ones? Are there better ways to utilise the categories than I’ve considered? I’d also like to know if this is content that’s interesting, and if you’d like me to continue this series more often than fortnightly? Please suggest, comment or post any thoughts in the comments, or tag me on Twitter!

    14th January 2022,

    Idle Cartulary

  • The four challenges of the anti-canon system

    Troika! (1), in my opinion, is an example of movement towards the theoretical anti-canon system. It feels in memory like it is more or less mech-text free. I suspect – intentionally or not – that I have similar goals in writing Infinite Hack to what Daniel Sell had in writing Troika. This post is going to be a review through my recently invented lenses of canon-text, mech-text, and anti-text, hoping to gain insight into the challenges a system that avoids canon-text, minimises mech-text, and maximises anti-text might face.

    I open the beautiful front cover and ugh! A wall of meaningless numbers overwhelms me. The Damage Table. I understand the point, here: Troika uses only one set of dice, so for diverse effects and damages, a table is required. One type of dice is adds simplicity. Diverse effects adds interest. But for me, in practice, the wall of numbers accompanied by asterisks and daggers is overwhelming. I have found my first challenge: Specific rules impede understanding.

    The second thing I see: A spell randomiser that doubles as an index. If I want A Thousand Thousand Islands the system, indexes are walls of words similar to walls of numbers. The blank space in A Thousand Thousand Islands and in Ludicrous Compendium are meaningful in my opinion. They are text, void-text if you well: Speech that states: Only you can fill this space. The second challenge of the anti-canon system: Focusing on text usability can impede textual void.

    To me, the one page introduction to Troika, describing both RPGs and Troika’s setting in under a page, powerfully communicates the the infinite variety and possibility available to players. It does this through minimising any definition of either role-playing games or of Troika the city or the adventures to be had in it or embarking from it. Troika here rises to a third challenge, where in my opinion it did not the first two: Over-defining lore impedes possibility.

    Character generation in Troika appears as simple as choosing a background. As much time is devoted to making your own background as to explaining them. No mech-text on advancement and otherwise mech-text is limited to single numbers with uncertain meaning assigned to advanced skills and spells. More importantly, this section effectively opens the game with a pitch to the non-GM players:

    Notice that [backgrounds] only touch the edge of specificity: it is up to you to tailor them to the worlds you play in. Rework them or remove them entirely and replace them with your own unique vision of the Spheres. Boldly lay claim to the games you play, create content recklessly, and always write in pen.

    Indicating that in fact, character generation is not as simple as choosing a background, but rather a constant and active engagement of reckless collaboration. This prompts a re-phrasing of the third challenge: Any defined lore or rule can impede the reckless approach to creation.

    The Rules, which are next, are about 14 pages in total (2), half of which are devoted to combat. The mech-text isn’t too heavy, but is clumsy in a way that makes it feel heavier than it is. That clumsiness (mainly around combat, henchmen and encumbrance) implies that combat will be half your play time and that a significant portion of the rest of your time will be treasure-hunting (3). This prompts a modification of the first challenge: Specific rulings impede understanding and reveal intent.

    For me, with a background in AD&D 2E and it’s Complete Handbooks, through 3.5E and 5E, rather than earlier editions or Advanced Fighting Fantasy, there is more to learn in Troika’s advancement rule, which amounts to ‘skills you succeed at get better’. Because of my assumed (4) different background in terms of playstyle, I value advancement significantly more than many authors interested in traditional fantasy roleplaying. To me, opportunities for lonely play and interesting character options evolving with mechanical prompting and support are meaningful. But Troika avoids this. Why? I think one implication is that advancement is expected to be diagetic and not mechanical (5). But also because if backgrounds all have unique mechanics with novel advancement options, it adds a significant mech-textual load. Troika’s decision not to do this confirms our first challenge: Specific rules impede understanding and reveal intent.

    The bulk of Troika are lists of Backgrounds, Advanced Skills, Items, Spells and Enemies. The lists in Troika range from perfect examples of anti-text to utter wastes of space. Backgrounds are universally spectacular, particularly when they leverage Advanced Skills as anti-text; the Advanced Skills section itself however is full of largely pointless definitions and rules, with occasional anti-text like “Test this to navigate between the stars on a ship with golden mirror sails”. The potential is there, but the third challenge is again confirmed: Any defined lore or rule can impede the reckless approach to creation.

    Items are either anti-text in title (why is an energy weapon a pistolet?) or in content (“whisper a secret to a pocket and throw it away for luck”). Between their Mien tables and their descriptions, most every enemy is anti-text, even the few that are rote, like dragons. Spells are simply evocative, as is the OOPS! Table in the back cover spread, with a few examples of anti-text. The spells in Troika prompt a fourth challenge: Anti-text is not only evocative, but both evocative and cryptic.

    The Blancmange and Thistle is an introductory adventure included with Troika. It’s full of exciting and interesting, unique opportunities, and very evocative and anti-textual of the city of Troika. But the formatting (small caps bold, small caps, italics, and bold italics all having different meanings) is distracting and that formatting is hidden in novel-like paragraphs of text. There are about 10 encounters and 10 characters all of whom are detailed and interesting and all of which I would struggle to apply at the table without studying first for as long as it would take to run. A confirmation to the second challenge, then: Focusing on text usability can impede textual void.

    I think this Troika review yields fruit. Four (preliminary) principles to challenge my approach to anti-canon systems, each of which, I think, stand on their own, and all of which might be applicable to my development of Infinite Hack:

    1. Specific rules impede understanding and reveal intent.
    2. Focusing on text usability can impede textual void.
    3. Any defined lore or rule can impede the reckless approach to creation. 
    4. Anti-text is not only evocative, but both evocative and cryptic.

    Questions for readers: How do you feel about these principles? Are they useful for someone other than me? Are there other systems like Troika that take anti-canon approaches to traditional categories that I could look at next, to see if the principles hold or need revision? Does this line of thought raise any tangents worth exploring, that I missed?

    8th January 2022,

    Idle Cartulary

    1 For the sake of simplified punctuation, I’m going to leave the exclamation mark out of Troika! for the rest of this post.

    2 I’m taking into account odd paragraphs here and there throughout the lists in my count.

    3 I’m aware that this is reflective of specific traditional modes of play. It’s just not interesting to me in that context, just in the context of Troika supporting these modes of play without ever speaking of them. It reveals a tension between Troika’s stated intention and it’s legacy.

    4 I say assumed because Planescape and Spelljammer, which appear to be inspirations for the world of Troika, were not particularly enamoured of traditional modes of play. So the tension is further interesting because of that.

    5 Tying back into the above sub-discussion about specific traditional modes of play.


  • Canon is not for the idle

    I struggle with traditionally written roleplaying game settings and adventures. They feel like university textbooks, full of hidden salient points unclearly flagged, information not directly relevant to the examination at hand, an opportunity for the writer to flex their literary muscles rather than for me to be provided tools to experience the world or invite my friends to experience it.

    Then there are the numbers. Pages of ACs and HDs, like a samurai sudoku hidden in a full page search. Overwhelming for me! There is poetry, no doubt, hidden between the numbers — at least in the best written of them — but I cannot auger these mysteries.

    It’s physically overwhelming. I open the book and my brain screams out in I Can’t Deal.

    A big chunk of OSR-adjacent mutuals talk about the concept of anti-canon, notably Luka Rejec (Ultraviolet Grasslands) and Zedeck Siew (A Thousand, Thousand Islands). Rejec writes that his anticanon formed from play at Wizard Thief Fighter:

    One part the bricolage of found modules, another our ideas as players (including my refereeing self as a player), a third the random play of dice and tables.

    And became this in the practice of creating Ultraviolet Grasslands.

    […] games that revolve around the dynamic interaction of players and referees and texts, and where the world is a unique and ephemeral creation that appears for a moment in the collective imagination of the group, before dissipating again, falling to the subconscious to fertilize new ideas, new worlds, new stories […]

    So, how does this take shape in Ultraviolet Grasslands, which I’m unabashedly a fan of? To talk about that, I need to separate out three things: The first two are what I complained about being overwhelming for me in the first two paragraphs. I’ll call these canon-text and mech-text (short for mechanics-texts). These are the things I find hard to process, albeit for different reasons. Luka doesn’t name his solution, but I’ll call it anti-text because I think that’s funny. It’s text that may or may not be true in the game world, but rather serves as seed for spontaneous collaborative worldbuilding.

    The anti-text of Ultraviolet Grasslands is a glorious garden, full of remarkably coloured fruit and vegetables the likes of which I haven’t seen, weird and wonderful and flavourful, and every time I flick through it I’m excited to choose with my friends what dish to cook with it. But what struck me as I read through it is that SeaCat – Luka’s heartbreaker system – saturates the book, draws me out of it, and clogs the text up for me with mech-text that is a significant barrer to running it. That said, it was the first play-text I’d read that was a step in the right direction. One hurdle down, one to go.

    Let’s digress and talk about Troika!. You’ve probably heard of it. Troika has rules, as most roleplaying games do, but Troika! is remarkable to me because a Troika! supplement doesn’t feel to me like it has mechanics, even when it does. A creature stat block is 4 numbers, a mien and a description. Pretty minimal. A character background is simply a description, a few possessions and some skills that are not from a list and can run the gamut from mundane to absurd. Because of this, it’s become a favourite for a specific (and significant) portion of the community. Troika’s mech-text, while extant, fades into the background when it comes to playing the game itself. Most of the Troika Numinous Edition is anti-text, with mech-text cunningly hidden as single numbers amongst it. Troika is evidence to me that a game can exist that has mech-text but that doesn’t overwhelm me with numbers and rules. Troika isn’t a game to be studied in the sense that you must sit an exam to play.

    Ok, back to anti-canon. So, after the half-revelation and half-disappointment that was Ultraviolet Grasslands (don’t get me wrong, I still adore everything Luka creates and Wizard Thief Fighter is a something I read as it’s published), the next text I found inspiration in was A Thousand Thousand Islands. This series of zines by Zedeck Siew and Munkao (Munkao, the artist, genuinely deserves equal footing in the project that is A Thousand Thousand Islands), is truly systemless, and in a way that I find inspiring, lacks instruction in how to use it. You simply read it, and sense how to use it. It is sparse, allowing for notes on how it evolves, and it is inspired by the mythology of south east Asia, and so is unique in many of it’s anti-text approaches. It is simply there, if you wish. It is genius. I didn’t read it before I wrote Ludicrous Compendium(and it predates it by about three years), but Ludicrous Compendium was a similar approach, with minimising instruction and maximising space.

    So, for me, I have before me two challenges: I want more game-texts like A Thousand Thousand Islands. Anti-canon, settings the lie in gaps, voids at their heart. I want to write them, bring them into existence. Reach of the Roach God, A Thousand Thousand Island’s first full-sized book, raised almost $150 000 on Kickstarter. I am not alone. But also, I want more game-texts like Troika. Troika is a unique setting: It’s eclectic and gonzo in a way that is reminiscent of the AD&D 2e settings of Spelljammer and Planescape – both things that I adore. But my heart lies in the traditional, heroic, low-magic sword-and-sorcery settings of AD&D 2e. I adored Dragonlance as a child, dabbled in Forgotten Realms novels. Troika doesn’t want to be those things. And I wish that Troika had less numbers, if that is at all possible.

    My anti canon, my playful voids, people are reaching for them, breaking ground, but I must write them myself. I must write them myself because I want to run a game with no mech-text if I play as a GM, I want to play in a game with as little mech-text as possible whilst maintaining complexity and interest if playing as a character.

    That is my goal. This was a long-winded way to talk about how canon, as much as it can be beautiful, as much as it takes skill and loving care and attention to detail, is not for me, and not because I’m lazy or don’t care, but because it canon and mechanics are a barrier to play for me, and they are barriers I want to innovate and eliminate from my play if I can.

    6th January 2022,

    Idle Cartulary.

  • What’s a playful void?

    Hi! You probably know me through my weird roleplaying game catalogue, twitter, or through the previous incarnation of this blog.

    This is a place for me to idly muse about tabletop roleplaying games in a longer format. I expect I shall be philosophising about play and the role of the author in tabletop roleplaying games, reviewing games I’ve read or played, and fragments of game development I don’t see fitting into larger projects.

    If you like what you see, please share my posts around, check out things I’ve written at the Idle Cartulary Store, subscribe by hitting the follow button on the bottom left of your screen, or add me to your feed reader.

    Regards,

    Idle Cartulary

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