D20: Ablative Morale

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This is largely meant for a low-level, gritty D20 game (like that mentioned in last week’s zombie post), but could be useful in any game that needs a morale system.

Each party (or group of enemies) has a Morale rating.

The party’s Morale cannot exceed the party leader’s Leadership bonus (i.e., level + Cha bonus; if the leader has the Leadership feat, add the same additional bonuses for retainers). If the party leader is incapacitated or another leader must otherwise be chosen, immediately lose all Morale in excess of the new Leadership bonus. For new parties and enemy encounters, start Morale at half the Leadership rating.

When Morale reaches 0, each member of the party gains the Shaken effect (which stacks with other sources of Shaken to build to Frightened or Panicked). If Morale is 5 (and for every additional 5 points of Morale), all members of the party gain a +1 Morale bonus to attack rolls, saving throws, skill checks, and ability checks (i.e., reverse Shaken). Morale has a minimum of 0. For higher-level games, the GM might want to raise this bonus threshold so the maximum is effectively +2.

During play, a party can gain and lose Morale.

The party gains a point of Morale when:

  • Any member defeats an enemy or challenge with a CR equal to or greater than the current Morale
  • All surviving party members are healed to full HP the first time after a fight that resulted in at least one lost Morale (i.e., you can only get this bonus to repair lost Morale, not raise it)
  • An incapacitated/dead party member is returned to positive HP
  • The party accomplishes something the GM deems particularly heartening (but which doesn’t have a CR); note that for a lot of games this will be a primary source of positive Morale, and the GM should award points with a frequency governed by how dark the game is meant to be

The party loses a point of Morale when:

  • Any member takes damage from a single source/attack equal or greater than the current Morale (cumulative if multiple members take damage from the same attack)
  • Any party member is incapacitated (cumulative with taking damage greater than current Morale)
  • Any party member is killed (cumulative with being incapacitated)
  • An enemy uses a full round action and successfully makes a successful Bluff or Intimidate check at a DC equal to 10 + current Morale

If the party is part of a larger force, Morale might also be tracked separately for the army and the individual squad. In this case, squads should be treated more or less as PCs for the purposes of the larger Morale (i.e., Morale is not adjusted for every single individual character). The army’s Morale stacks with an individual squad’s Morale (i.e., a positive bonus from one might counteract Shaken from the other, and if both army and squad are at 0 Morale, all members of the squad are Frightened).

Mindless creatures (like zombies) and zealots don’t worry about Morale (but also don’t get the bonus for high Morale).

Large enemy groups might be broken into multiple internal groups for purposes of Morale. This is especially useful for monsters that have minions and don’t much care if they die: the minions might well be Shaken while the main threats are not. In this case, the same creature’s Leadership might serve to set the Morale limit for both groups.

For the PC party, Morale is persistent through sessions, potentially leading to long stretches of positive or negative outlook.

Dungeon Inertia (D&D/Pathfinder)

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Shieldhaven posted a system for improving the odds of fleeing characters to actually escape. I suggested that it needed a morale system to go with it, but noted that it might not be enough: in new school linked dungeons, players are never going to want to let monsters flee and potentially come back later to either add to another fight or to drag in more enemies. Below is what we came up with to try to solve these problems.

Dungeon Inertia is usable in any situation where there are a number of allied enemies broken into smaller encounters. Primarily useful in any dungeon where the enemies are allied such that rooms might reinforce other rooms, it could also be used in external encounter areas such as bandit camps or cities. Essentially, it’s for situations where a much larger enemy force is broken up into encounters where the PCs can take them on piecemeal, but where it would make sense for enemies to flee and get help once the encounter goes south for them.

The problem this concept is meant to solve is the need to utterly destroy all threats for fear they’ll remain a danger if unslain while, indeed, allowing enemies to run for aid when it makes sense. As runners tend to make it easier to take apart the morale of a dungeon, hopefully this system makes it less of a huge worry for players to experience encounters that pile on top of one another (i.e., “adds” in MMO parlance). A side effect of this system is to create a practical reason to avoid the “Five Minute Adventuring Day” even when there’s no exterior time pressure: enemies  recover Inertia if left to recuperate.

Setup

When creating a linked series of encounters as a GM, total the number of enemies in the area subject to morale (i.e., don’t count undead, constructs, etc. in most cases). This is the Inertia total for the area. Effectively, each enemy in the area starts with one Inertia Token when the PCs enter the area, and these will be depleted as enemies die or otherwise have their morale break.

Since every enemy starts with a token, you can actually track this in the negative: only mark the enemies that are still alive but do not have a token. The total Inertia of the dungeon vs. remaining combat-ready enemies becomes important if the PCs take a break.

Rules

Whenever an enemy is defeated (slain or dropped negative and not immediately picked back up), remove its Inertia Token. If it did not have an Inertia Token, remove one from another enemy in the same encounter.

If the enemy died in one hit and/or was the leader of the group, remove a token from one of the still-fighting enemies in the encounter. Any time something else that might appear on an old-school morale chart happens (e.g., monster is bloodied, magic is used in front of superstitious enemies, PC performs a particularly brutal attack, etc.),  you may roll or just your judgment as a GM to remove an additional token.

Any still-fighting enemy without an Inertia Token is considered Shaken (getting a -2 to most rolls). These enemies will also tend to try to stay out of harm’s way, making attacks from range or using Aid Another for their allies.

Any enemy missing a token that would gain Shaken from another source (such as Intimidate) instead gains Frightened and flees. If all remaining enemies are missing their token, all enemies gain Frightened and flee. The Frightened condition persists until the enemies either reach allies or some other area that they think is safe, at which they return to simply being Shaken.

If an enemy without an Inertia Token is encountered again, its “one-shot” threshold is set to its current HP, even if it’s already wounded (e.g., if a wounded creature without a token returns with friends, if it is slain in one hit, one of the friends will lose an extra token beyond the one lost for the death of an already token-free enemy).

If a PC is dropped unconscious, restore a token to a single enemy in the encounter that is missing one.

If the PCs take a long rest, restore all Inertia Tokens to the enemy. This will likely result in extra tokens (from the enemies that were slain). Apply these extra tokens to other enemies in the area (to a maximum of one extra token). Any enemy with two tokens essentially has the opposite of Shaken, gaining a +2 Morale bonus to all d20 rolls. This bonus represents having time to plan for the next PC assault and to become enraged at the invaders.

Intended Results

This system should have the following benefits:

  • Enemies will flee organically when a battle turns against them, especially when PCs use Intimidate as a tactic.
  • PCs will be more likely to let fleeing enemies flee: if they are stopped and slain out of view of their friends, their death will not remove an extra token.
  • Fights where multiple encounters worth of foes bear down on the PCs should be more manageable: more and more of the foes should be Shaken as the fight goes on, effectively reducing the encounter level of the fight.
  • PCs should be less willing to expend most of their resources up front and then try to take an extended rest, as doing so will make the remaining enemies more dangerous.

Elements of Terror

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I found some research notes from when I was concepting out a horror video game a few years ago. With a little bit of work, they are probably helpful to tabletop or LARP games as well.

To maintain a consistent terminology, the four levels of scare mentioned are:

  • Shock: A sudden or violent disturbance of the mind, emotions, or sensibilities
  • Fear: A distressing emotion aroused by impending danger, evil, pain, etc., whether the threat is real or imagined
  • Terror: Intense, sharp, overmastering fear
  • Horror: An overwhelming and painful feeling caused by something frightfully shocking, terrifying, or revolting; a shuddering fear

In general, each of those scares is successively more appreciated and memorable.

Shock, or “Boo,” scares tend to release the current tension level, and may be considered cheap if they are not well executed. They are best used after ramping up the tension level, either to pay off the horror in the current situation, or to defuse it in order to bring in a new scare that the subject isn’t prepared for. For example, in the first use, a subject wandering through a room full of cadavers may suddenly have a zombie fall from the ceiling right in front of him, and give chase. In the second use, a subject wandering through the same room may see the body fall suddenly, but it’s just a corpse; however, while the subject was looking at the corpse, several of the cadavers sat up behind him and starting approaching.

Fear is that state that should be the base level of existence in the horror scenario. It is a proscriptive emotion; as long as the user can avoid the source of the fear, it is not especially intense. Fear is present when the subject is walking carefully, examining shadows, and opening doors slowly, prepared to run, but it is passive in these cases, simply building tension to be released later. Fear becomes a more active emotion when the subject is forced to choose between two unwelcome situations (e.g., venture into the dark room or stay in the hall waiting to find out what the increasingly loud growling sound is). Almost all situations in the scenario should be intending to at least minimally add to fear, preparing it to be unleashed into one of the other emotions.

Terror is mostly a completely active version of fear. The source of fear that has scared the subject is so great, that caution is abandoned in order to simply get away from the source of fear. Genuine terror is difficult to manufacture reliably, and will vary greatly from subject to subject. Individual phobias are probably the best triggers, and those are hard to use on an unknown subject (though it may be possible to create systems to figure out the user’s phobias in advance in order to trigger them later). The closest approximation to terror that may be reliably activated is certain death. A crushing ceiling, horde of zombies, or wave of vermin is likely to cause anyone to run, and it may invoke terror if enough fear has been built in advance.

Horror is supported by fear, but is largely different. Subjects can be horrified by something that they do not fear, and afraid of something that is not horrifying. Horror is best caused by situations completely out of the subject’s experience in a negative way; decomposing corpses, erratically moving zombies, and alien-looking creatures are all tried and true sources of horror. The best horror comes with the subject is allowed to use imagination rather than being shown; an opportunity to see something brings it further within the subject’s experience, and less horrible. The anticipation of something alien is often more horrifying than the horror itself. The elements of the scenario that are truly meant to cause horror should be given out in flashes and glimpses after being built up by text props, atmosphere, and noises. Only in extreme situations should they be seen long enough to quantify.

In general, within a horror scenario, the best scares will be accomplished by setting the user’s imagination against itself. The scares that the users will take away will be ones that wake them up in the middle of the night, or make them afraid to undertake previously unexceptional activities without leaving all the lights on. Years after Psycho, many people are still wary of letting their guards down completely in the shower. If one can accomplish a similar feat of making the ordinary seem dangerous, the scenario will be remembered and successful.

Scares

The following are based on common scares and phobias:

  • Acrophobia: A convincingly rendered virtual height can be almost as vertigo-inducing as in the real world. Traveling along a cliff or the edge of a tall building would inspire the fear of heights. Seemingly bottomless pits might be more or less effective.
  • Claustrophobia: Being in a tight place works very well in real haunted houses, and could work in a virtual one as well. Care would have to be taken to make the camera work correctly in third-person view.
  • Vermin-related Phobias: Insects, snakes, mice, and especially spiders can all be placed in the game as isolated objects or moving carpets of vermin. The X-Files trick of animating a roach crawling across the screen during these sequences is purely optional.
  • Autophobia and Nyctohylophobia: Being alone in the forest at night is a big fear for a surprising number of people. Again, this is something that is hard to replicate in a physical haunted attraction but no problem in a virtual world.
  • Brontophobia: This fear does not involve dinosaurs, it’s about thunder. A persistent external storm sound look with loud thunder crashes at significant moments could worry a large portion of the audience.
  • Trypanophobia: The fear of injections can be compounded with other piercing, painful items such as fishhooks and barbed wire. I’ve found my most successful scares in running RPGs involves a nightmare creature made of barbed wire and hooks with syringes for fangs.
  • Shock scares: Typically referred to as “boo” scares, all mediums make use of situations where the audience is suddenly accosted with loud noises and/or rapidly approaching threats. Care must be taken with these scares: if they are used with no build-up, they simply startle and seem cheap, while if they are used after build-up, they can deflate carefully built tension if done improperly.
  • Apparitions: In haunted houses, “haunted” would seem to be the operative word. Apparitions that move at the corners of vision or appear suddenly around corners then disappear can be very effective tensionbuilders or shock scares.
  • Frying Pan and Fire: A particularly fearsome scare pops up on one side, causing the user to run into an apparent escape route. Unfortunately, the escape route ends on an even scarier scene.
  • Static: A TV switches on to static, no matter how many times the user turns it off. Ultimately, this is a distraction from the real scare that is appearing behind the avatar.
  • Creepy Kids: Kids that don’t act like kids are scary. Spectral kids are even scarier.
  • The Uncanny Valley: Some of the most horrifying creatures are those that look and move almost, but not quite, like humans. Zombies, stutter-stepping ghosts, and twitching crazy people can all fall into this valley.
  • Creepy Dolls: An easy way to trigger the uncanny valley is with inhuman looking toys, particularly in partial lighting.
  • Torture Horrors: Many types of torture and murder involve mutilation. A quick road to horror is to show human bodies being mutilated in horrible and painful manners. Partial lighting with disgusting sound effects can make these tortures severely horrifying without involving full out disgusting images; the subject’s imagination can easily conceive of the pain of lacerations, bites, or contusions.

Random Morale Table

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Based on this post, here’s a short set of random morale rules. It’s intended to be used for unintelligent/animal monsters or for mook-type monsters (i.e., humanoids that are not fanatically devoted to killing the PCs over saving their lives), particularly when just attacking the nearest PC over and over is getting stale.

Roll 1d8 at the start of the NPC’s turn and add the following modifiers:

Enemies Outnumber PCs +2
NPC Unwounded +2
Leader Still Fighting +2
Enemies Outnumbered -2
NPCs has Less than Half HP -2
All NPC’s Allies Defeated -2

Then compare the modified result to the appropriate table:

Result
Animal Intelligent
10+ Hiss/Roar/Intimidate Gloat/Intimidate/Show Off
9 Posture/Stalk targets/No action Try fancy maneuver on nearest PC
8 Attack weakest/smallest PC Attack strongest looking PC
7 Attack tastiest looking PC Attack nearest caster PC
6 Charge random PC Attack nearest PC
5 Attack most wounded PC Attempt to buff or heal self
4 Attack last attacking PC Attack last attacking PC
3 Attack nearest PC (even if defeated) Attack nearest PC with desperate blow
2 Hiss/Roar/Intimidate/Confused Attack most wounded PC if possible
1 Charge most wounded PC Try to move to cover
0 to -4 Mindless Flight Fighting Retreat/Negotiation
-5 Play Dead/Bare Throat Mindless Flight/Surrender

Blacklight

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Staring into the Darkness

Hell is underground. In the depths of the mines, in the heart of caves, in the far reaches of ancient cities, it waits. It claws into the darkness of the underworld, flowing through it like sludge through the seas, looking for a way out to the sky. Things move in the hell-tainted darkness, formed from nightmare and black light. They dig towards the surface, lay traps, and always seek to claw their way into our world. Sometimes, they find it, breaking open a dungeon maw, their corruption spreading across the night to terrorize nearby innocents until driven back inside by the dawn.

These assaults inevitably inspire heroes to rise up, put down the incursion, and seek to seal the newly opened dungeon. Sometimes, it is enough to collapse the entrance and hope it will be years, again, before something else digs free. Others establish a vigil of light at its gate, burning great fires so the blacklight cannot slip free and form horrors anywhere in the night, and fighting back the creatures that brave the light. But some, the truly brave or the truly mad, descend into the dungeons, carrying what light they can and seeking to destroy the heart of the incursion, making the warrens safe for an age. These adventurers find more than just danger, however.

Every dungeon has a story, some event that allowed evil to crawl free. Some were the lairs of criminals. Others were dead-ends where innocents fled and died. Many were once great cities, before the last great civilization was struck down by its own greed. A few have gathered new stories of the adventurers that died within. In almost all cases, the artifacts of the dungeon’s story remain, foul creatures forming around them like cysts, living out shadow versions of the tale. If the guardians can be dispatched or bypassed, the artifacts make great prizes, wealth beyond the rewards of honest labor, treasures rarely seen in the modern age. Many that delve into the darkness on a simple mission of hope soon develop another agenda for braving the shadows.

These adventurers find not just gold and magic, but knowledge. Something about fighting these creatures teaches skills long lost to the world. The few great sages claim that the last era of heroes led directly to the fall of civilization and the rise of the blacklight, and the darkness remembers its forebears. Whatever the reason, those that delve into dungeons emerge with prowess and potency far beyond the common warriors and adepts who make up the armies of men. They are paladins and rangers, sorcerers and bards, and many other titles known only in songs. Quickly, their horror-won proficiency makes them without peer amongst normal men. They are sought not just to protect against new dungeon breakthroughs, but to bend the course of wars.

Skilled in might and magic, rich from ancient treasures, and possessed of skills unknown to this age of the world, adventuring seems a noble and worthwhile effort. But there is a secret known only to the few that have delved into dungeons and traded the stories of their journeys. The blacklight creatures are formless nightmares as they lurk unmolested in their tombs. It is perception that catalyzes them into being, and they take their forms and powers from the darkest reaches of the minds that perceive them. Great men have so much more to dread, and adventurers quickly progress from simple things like goblins to much greater horrors than the common mind can conceive. At every turn, these heroes marvel that most of what they face seems just within the limits of their skills, not realizing that what they face lies just within the limits of their imaginations. The blacklight grows stronger with strong minds to pattern it. Breakthroughs near a town with experienced adventurers can be truly terrible to the population, and true horrors lurk in tombs that great heroes failed to destroy. In time, many adventurers come to wonder whether they are truly helping the world, or merely feeding some dark, hellish agenda that seeks to remake the powers of the last age… and once again pull civilization to the brink.

Fear Tests

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Originally posted January 2008

I saw a post about fear tests and, still thinking about the Buffy RPG, that got me considering fear mechanics. I’m a big advocate of always retaining control of one’s PC, so I tend to dislike mind control mechanics. The standard fear test in games is, “succeed at this random roll or you lose control of your character’s decision.” I prefer systems that make certain actions advantageous or more difficult, but leave the ultimate decision up to the player. [info]shieldhaven helped me put together the following basic system idea.

  1. The fear-related stats normal to the system stay the same. If you would normally roll Wits + Willpower to resist fear, your fear resistance remains Wits + Willpower (we might call that the Courage rating or something).
  2. The fear difficulties are scaled to match the Courage ratings. If a PC with Wits + Willpower 10 could never fail an average fear test (except maybe on a botch), the average fear test difficulty should be 10 or less. Other difficulties are scaled to match.
  3. When there is a scary situation, the PC’s Courage rating plus applicable modifiers is compared to the fear difficulty.
  4. If the Courage rating equals or exceeds the fear difficulty, the PC is brave enough to choke back any horror and deal with the situation normally. If the Courage rating is much higher, there might be some kind of bonus awarded for the situation.
  5. If the Courage rating is less than the fear difficulty, the PC is shaken by the experience and finds it hard to focus and act past the fear. If he or she does not decide to flee, for the remainder of the situation (as long as the fearful source’s influence is felt), he or she is at a hit point penalty. This is phantom damage, but cannot be restored until after the situation (unless it’s appropriate for cures to remove fear). The damage is equal to the difference between the difficulty and the Courage rating (possibly multiplied by another number in the case of high hit point games; in Buffy, for example, I’d probably multiply the result by 5).If the damage is enough to drop the character to unconsciousness or death, the GM may rule that the PC is slain or paralyzed by fear (though this probably isn’t very fun) or may apply all applicable penalties but allow the PC to stay active until actually struck for damage.
  6. The lost hit points return after the fear source is removed, but in grittier games a character that dies partially due to phantom wounds is still dead. It will vary from game to game whether it is appropriate for characters in scary circumstances to wake up from unconsciousness after being dropped by horrors.
  7. In situations where the characters are only inclined to stay behind because the players don’t think they actually stand any chance if they run, the player can declare a fair escape at the cost of the phantom damage becoming permanent. This can be explained as the character taking risks and hurting him or herself, but somehow escaping. Whether the character escapes to a completely safe area or just a temporary respite is up to the genre of the game.

This system probably works best for survival horror or other genres where the choice is between fight or flight. It may not work well in systems where fear checks often occur in investigation or other non-combat situations, unless the system also includes a wound penalty mechanic that would affect applicable rolls.

What am I missing? Would this be a more fun system than stand or flee fear rolls?

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