BattleTech fan since the early '90s, game design enthusiast since forever.

Showing posts with label fantasy. Show all posts
Showing posts with label fantasy. Show all posts

Tuesday, September 18, 2018

Why Are Unicorns Not Dragons?

Do the bones of a Golden Dragon gleam?
Most of an Eastern dragon's parts - the head of an ox or camel, ears of a cow or dog, antlers of a stag, neck of a snake, and legs of a horse - add up to a giraffe. The Qilin (closest analog to a unicorn) is also a giraffe. In the West, both were about the size of a horse. Both were indomitable. Yet the one associated with monsoons and wildfires grew into a blend of crocodile, dinosaur and zeppelin while the one carrying abstract notions of incorruptibility and divine vigor got stuck as a kind of prissy antelope.

As an antagonist, this self-righteous ungulate can be a pawn in someone else's scheme, be jealous, try to steal or ruin a person or place or object, try to take over someone else's lair, have a vendetta... all the same passions as a small dragon.

Wednesday, February 28, 2018

Bears Discover Skin-Walking

Way back in middle school or high school I read the short story "Bears Discover Fire" by Terry Bisson, and I thought it had the seed of a fun RPG encounter.

I imagined bears who'd discovered vodka ("is there a bear in the woods?"),  who'd discovered specialization of labor (and wore simple heraldry depicting their profession), and were governed by a Grand High Poo(h)b(e)ah. These Ursuevelts would brew a gummi wine, and bake golems (teddy grahams) in emergencies. The cubs would be as bribable as Ewoks, and the adults as implacable as the Hoth Gnophkeh.

But ultimately that only amounts to background flavor. It doesn't stand on its own. Any adventure where the party just happens across them would play the same with a different wacky village swapped in their place. It needs hooks and conflict.

A decade or two later I'm reading Legacy of the Bieth's Tundra Encounter Table, and I pause at the Neanderthal entry. Why does a fantasy game have Neanderthals? A realistic lense would show little difference between them and modern humans, perhaps less even than between Wood Elves and Drow; a mythologized lense would surely transform them into trolls and ogres. So what are they, here? People whose skin doesn't fit quite right, and who aren't quite as good at being people?

Then I see the entries for the polar owlbear and the orca with legs. Looks like bears wearing the skin of other animals. So: that's the Neanderthal too. The gods taught cave bears how to skin-walk and now there's these bears and they don't know how to get along with all these invasive, johnny-come-lately humanoids.

Yes, I know I'm a little late in realizing this.

Revised Winter Lands Encounters Table
  • Keep the Prey (sabre-tooth rabbits, huge deer, Baluchitherium) and Predator (Wolves, Woolly Lion, Giant Walrus, Remorhaz) entries, with a 1/6 chance that it's the pet, herd or guardian of [roll again]. 
  • Assume all People (Trolls, Nagas, Humans, etc) are nomads and prefix "Frost," "Polar," "Arctic," "Winter," "Ice" or "Snow" to their race, except for a 1/6 chance that they're foreign and lost (abandoned and alone, purposely questing alone, or an organized train of sleighs/sledges). 
  • Add Psychic Warrior (Githyanki/Githzerai Warlocks, if Gith were Predators from the Alien/Predator co-franchise) to the table, with a 1/6 chance of riding invisible flying manta rays. 
  • Condense the spirit entries into a hungry, oversize skeleton of [roll again] which will usually manipulate sound and silence to separate party members in the dark or a blizzard and lead them into deadfalls or ambush, but has a 1/6 chance of conveying a divine vision instead.
  •  Replace all remaining entries with a bear skin-walking as the local People, with one additional skin (owl, orca, mammoth, platypus), and a 1/6 chance of being escorted by [roll again] (if People, they are devoted cultists; if Prey/Predator, they are temporary familiars). 
  • Add a new entry for navigating when lost: that landmark (river, rocky hill, treeline, village) you thought you'd never see again; the wrong landmark; your own trail... I guess with a 1/6 chance of happening on a hidden and useful location the party isn't otherwise aware of.
Who or whatever the party encounters could be migrating; grazing / hunting for [roll again]; fleeing from [roll again]; is a corpse being [action'd] by [roll again]; is drunk and reveling, mourning, or raging; and a low, outside chance of being encased in ice.

The bears would have an additional table for what they're doing, or will try to do.

- Regally aligning large mystic stones.
- Embarking on a poorly-planned expedition against a settlement.
- Wandering around calling for whatever spirits the local People favor or fear.
- Identify something every party member has, and deprive them of it.
- Negotiate the surrender and execution of the party.
- Interrogate the party about the location of another "neanderthal."
- Lure or drive the least robust party member off into the wilderness to die.
- Learn a spell from the party and use that spell against them.
- Charm the party's champion into slaughtering the most hated local People.
- Challenge the party to a death duel in whatever the party is best at.

Though really, any mildly hostile people they encounter could probably use the same table to establish basic motivation; they just wouldn't commit with the same zeal and unsophistication.

Thursday, August 31, 2017

Final Rat Quest

As the last GM in our Evil Rat cycle, I tried to tie as many plot lines together as possible. The best part was telling the players "Yeah? It gets worse" every time they recognized something and groaned.

Set Up: giant, oompa-loomp-like rabbits stole a magic water gem from an army of fish people and a magic air gem from somebody else, and have used these gems to secretly fly their 400-ft stone tower into foreign lands. They're enchanting the wellwater in towns near Rosebush to turn the townsfolk into giant vegetables for their larder. Nobody on the ground knows what's going on. The fish people have sent scouts to recover the water gem, but they don't know what's going on either, and mistake one group of furry mammal-people for the other.

Villages are empty, which makes a red herring of the psi-rat from last quest, while the weird unknown monsters and magically giant vegetables suggest treachery from Nim. I had stuff ready for anywhere the players could choose to go, progressing from garbled rumors to physical evidence to direct encounters.

How It Played: the PCs' political rival took off for the monastery the psion was in, so the PCs teleported there ahead of him. Which is fine, I expected that. Then one of the players began talking with the NPCs there as though he had existing backstory with them--he was improvising, but since I didn't know how much was improv and how much was pre-established, I was off-balance. Something I need to get better at.

This being our last quest with these characters and campaign area, I probably should've asked up front if anybody had loose ends they wanted to tie up. Nicodemus, for instance, was arranging with the monks to have his rival assassinated.

I don't think the players felt lost like they did in my city quest, but it's hard to tell. They leaned pretty heavily on Survival (tracking) rolls and I'm not sure if they considered any other way forward.

The 'boss fight' was good and bad. Bad, in that I again underestimated the PCs capabilities; it was trivially easy to stealth around picking the mob of rabbits off one by one, which means the rabbits never summoned the psychedelic dragons which would've been the real boss fight. Good, in that other members of the party were also bypassing the boss fight with fast talk and sabotage.

I knew the quest would most likely end with the PCs sabotaging the tower--they stranded it in the Elemental Plane of Air, and it can't do planar hops on its own--which I ran by the seat of my pants and it played fine. It very much felt seat-of-the-pants to me, though, and I wish I'd worked the mechanisms out more firmly ahead of time.

Sunday, June 25, 2017

Rat Quest #4: Psionic Magnet

This was essentially a test of whether we'd ambush a potential threat before trying to parley with it. Short, just two sessions, run by Osbald (the hairless fighter)'s player.


The Prelude

It's about a month after our last quest, and for the last few weeks, Ratfolk have been vanishing from Rosebush and the surrounding villages. Ch'Dar (dragoon raider) and Barnabosa (my sorcerer) discover this on their own, Nichodemus (wizardly patriarch) is recruited by Rosebush's baffled sheriff, and the three of us eventually rope in Skrac (the plague alchemist). All four PCs resist an unidentified psionic effect during the night.

We figure out that nobody in Rosebush knows anything, except (if I recall correctly) one NPC saw one of the missing rats sleepwalking the night they disappeared. I think Nichodemus scries the surrounding villages to see which ones are empty; from that survey, we decide the disappearances are moving in a generally northern direction, but we don't detect an epicenter or (again, if I remember correctly) a particular path.

The only way forward is to wait for a sleepwalker and follow them. Which we do. Casting "Read Mind" yields only white noise and a slow mantra; spoken questions get simple, flavorful-but-unhelpful answers. I may have spent longer trying to wring useful info out of this guy than the rest of the party cared for.

Not sure how I feel about the prelude.

The DM warned us it would be a short/simple quest, so I shouldn't be disappointed that there was only one path leading to the main encounter, or that there was so little to be achieved on that path; I guess it just feels like we spent too much time spinning our wheels. Probably doesn't help that the PCs spent much of the first session operating separately.


The Encounter

The sleepwalker's path leads to a bonfire surrounded by a few score ratfolk, most of them on the cusp of adventuring age. Our party watches stealthily, invisible or flying as our individual talents permit, from beyond the reach of the firelight, as the much older sleepwalker has a joyful reunion with a young child near the edge of the camp.

We determine that the most magical person is near the fire, flanked by two guards similar skill to ourselves. Nichodemus, pretending to be a sleepwalker himself, approaches the sleepwalker and his kid to question them about this camp and the person running it. I forget how we start talking to the Psion--maybe Nichodemus casts dispell on the sleepwalker and his kid, persuading them to leave. I think the Psion interrupts here telepathically, to ask why we're bothering his people, at which point Barnabosa flies into the middle of camp to speak with him directly, and the other PCs join. (Nichodemus' player tries to inject tension back in by traveling spectacularly--but needlessly--in the form of a whirlwind.)

Turns out the Psion is subconsciously overpowering these people's individual wills, but doesn't know it. He thought they all just really liked the idea of following him into the wilderness to found a new civilization. Him and Nichodemus take turns expositing about how Psions like him were used long ago in the wars between Rosebush and Nimh, and how Rosebush hunted them to extinction. This Psion was apparently in the bunch of refugees we rescued last quest, and whatever suppressant Nimh had been using on him took a while to wear off.
Psion: "I hear the 'good' king was killed. Where do you stand on that?"
Barnabosa wordlessly points to the crown on his head, a prize from said king's corpse.
I don't know if the other players keep forgetting that Barnabosa wears the dead king's crown, or if they only pretend to forget; if the latter, then good on them. It's a fun moment to have every few sessions.
Psion: "Part of me wants to go back to Nimh and make them pay for what they did. But I know that would be wrong."
Skrac: "How were you planning to do it? I was going to use a plague."
Barnabosa: "Here's my card; call on us anytime."
I think the DM forgot our party is mostly chaotic or evil. Nichodemus, who I think is neither, suggested that instead of razing Nimh, the Psion go to a monastery in the northern mountains to learn to control his power.

This encounter was pretty fun. Clear dilemma in needing to approach the Psion, but not knowing what will be interpreted as an attack; and when we did get talking to NPCs, getting their cooperation wasn't--at least at first--straightforward.

Monday, June 5, 2017

Third Rat Quest: 'Friendly' Trials in Nimh

TL;DR? Don't procrastinate on evacuations, and make sure to charm the budding villains before they turn on you. Also, as DM, there will come a time when you fail to anticipate the consequences of an NPC's actions.

This quest was DM'd by the guy who plays Teddy and Ch'Dar (and who DM'd the Xanadu quests). He started with an interesting setup: after we killed Nimh's evil king and the key necromancers supporting him, de facto control of that city apparently fell to a coalition of wealthy merchants, one of whom formed a "Commission for the Establishment of Peaceful Relations with Rosebush." That Commission invited a delegation from Rosebush to receive a goodwill gift at a festival in Nimh. News from Nimh is scant (the road from Rosebush to Nimh is neither quick nor safe), so we can't really trust that this invitation is on the up-and-up.

[Now that the jump-breaks work again...]

Monday, May 29, 2017

Second Rat Quest: Mickey Rat's Magical Kingdom

TL;DR? We go to Disney Land, and decide killing Micky Mouse and The Beast is too much trouble. Edit: Or maybe our memories were edited. /Edit

We began in media res with each character having separately pursued petty villains into situations resembling logic puzzles. This was DM'd by Skrac's (the plague alchemist's) player, the same guy who gave us riddles last time.
  • Ch'Dar the Dragoon (replacement for Teddy the Bard) was dancing at a village festival when something happened with his pack being stolen and a damsel was calling for help. He ended up trapped in a cell with a cylinder bubbling with amnesiac gas (which made him forget everything whenever he got too close), a candle, an amnesiac damsel, and a straw bed. 
  • Osbald the Hairless Fighter had to fill the missing number in the series 16, 06, 68, 88, __, 98. I forget why. He might've been in a crypt with a lock.
  • Barnabosa (my sorceror) had his sword stolen, and tracked the thief to a stretch of river with three towns. I could ask the river god a number of yes/no questions to determine which town the thief was in, but one of my NPC companions had comically wasted the questions until I had only one left. 
  • Nichodemus, Wizardly Patriarch of the ratfolk, was petitioned by some lesser magic using rat for help in stopping an evil summoning. The summoning requires 5 rows of 4 posts, the evil summoner is creating the posts at a predictable rate, and the ritual can only be sabotaged as the final post is created.
Solutions (and rest of the quest) below the cut.

Thursday, February 9, 2017

Pathfinder Transcript: First Rat Quest

[One of the players in our group had been keeping brief transcripts of our sessions. He gave up on it partway into this quest so he could focus more on playing.]

This is the quest I described here, the first in our evil rat cycle.

I was wrong - the other players didn't change characters after this quest, they just made their existing character less evil. (This DM had asked us to make sure our characters weren't so evil or chaotic that he couldn't hook us into the quest by having us repay an important debt.)
  • My sorcerer was lawful evil, and stayed so. 
  • I think the hairless fighter is within one step of chaotic evil.
  • The alchemist was going to be literal-plague-upon-the-land double evil, but he toned it down to regular evil.
  • The bard might be chaotic neutral. Doesn't really matter, because he kept accidentally flirting with every single NPC he interacted with, so he decided to roll with it. He did end up changing characters.
  • I don't remember the alignment of the samurai who joined us later; the player changed shifts at work and hasn't joined us again.
The DM pulled out some dungeon tileboards for the warehouse fight and followup explorations. It felt like we didn't need them, but I guess I'd have said the same about the prison fight if we'd had them for that too. They had an extra couple bits of greebly terrain (half flight of stairs, gazebo, and so on) that I don't normally think to add, which was nice.


Thursday, December 15, 2016

Pathfinder: Evil Rat Cycle


I have a little more to say about Periphery manufacturing rates, but it's taking longer than I expected to sort out.

In the meantime, here's some notes prepared by the first GM in our next Pathfinder cycle. We started out as a party of evil rats in a new campaign region--I think everyone else has moved onto their second, less evil rat by now. I'm the only holdout.


Thursday, December 1, 2016

Pathfinder Transcript: Corpses Are Loot & So Are Their Makers

[One of the players in our group has started keeping brief transcripts of our sessions, partly for the amusement of a third party who isn't playing with us I guess, and partly to help us pick up the following session in medias res.]

TL;DR-  We indulge some backstory for the GM's PC (who is present in an ancillary role) by investigating a light house which has gone dark.

The set-piece battle was interesting: steep waves would frequently lift one ship high above the other, periodically taking them out of sight and reach of each other; and the reanimated pirates all shared a common pool of hit points.

The lighthouse itself was going to be a second set-piece battle, but we confused the NPC villain (or maybe the GM?) by splitting up and entering simultaneously through both the top and bottom of the tower. Also, instead of killing the villain, we recruited him.


Thursday, November 10, 2016

Pathfinder: Everyone Wants the DM's Attention

In our last session, while neutralizing the guards in an underground prison, the party tripped a trap (magic vial around the captain's neck) which drowns the level in water. The sewer grate at one end of the level seals up in stone, and an arcane lock seals the trapdoor in the ceiling at the other end. None of us had dispel or knock, and our rogue didn't think he could pick magic locks.

We're Level 14 Ratfolk this time, & mostly evil
Things got pretty chaotic.

Thursday, September 29, 2016

Pathfinder Transcript: "Don't Poke the Bear"

[One of the players in our group has started keeping brief transcripts of our sessions, partly for the amusement of a third party who isn't playing with us I guess, and partly to help us pick up the following session in medias res.

The next quest was run by the player who'd been controlling Snake (Ninja). It picks up his Xanadu meta-plot (basically, "go kill the seven mystical god-beasts") six months after our previous adventure there.]

TL;DR-  A temple's sacred gem has been swapped with a fake, and we're asked to investigate.

The first session was a mess. We wanted to examine the fake, but where I wanted a friendly NPC we know to get it for us quietly and legally, other PCs wanted to steal it (one of the island's most sacred objects, guarded by our allies in a TEMPLE DEVOTED TO WRATH). The discussion wasn't going anywhere, and I thought my plan was best, so I just walked out and set about finding the NPC. The other PCs, who also thought their own plans were best, took this as a sign to leap into action. So that all went south. And then, the friendly NPC (who should have been willing and able to fill us in on a few things) kept trying to abandon us.

I'm pretty sure this NPC isn't secretly trying to undermine us- I think he might have been trying to subtly/cryptically hint at our next step, buuuuut I don't think the DM realized we were missing some basic information about the situation and our mission; he mentioned afterwards that he never anticipated that we might consider the gem itself a potential lead.

When the Warg fight broke out in session three, I told a few PCs to guard the wagon & hapless NPC, because of course, right? Unfortunately, that meant they missed almost all of the fight - a substantial chunk of playtime - although the DM did have some Wargs circle around and eventually reach them.

The final encounter, with Acedia the Bear God, was kind of neat- the bear was essentially too lazy to fight, the negotiations we were using to draw the bear into ambush went so well that we canceled the ambush, and when a mind-controlled bandit tried to provoke the bear into attacking us (itself a neat twist) one of the PCs stayed the bear's wrath through sheer honorableness.



Thursday, August 11, 2016

Pathfinder Transcript: mountains and dragons can't kill us, only drow clerics can kill us

[One of the players in our group has started keeping brief transcripts of our sessions, partly for the amusement of a third party who isn't playing with us I guess, and partly to help us pick up the following session in medias res. 

The next quest was run by the player who'd been controlling Camlost (Bloodrager / Dragon Disciple). It continues a broad metaplot of politicking between two dwarf cities, with spoiling actions from a drow city.

TL;DR- we were hired to recover a magic box which had been stolen a week ago from dwarves somewhere on secret mountain roads several days to the north. I think we surprised the GM by:
  • Choosing to Magic Steed a direct route through the mountains instead of an easier route through the plains; we might've missed an important encounter by doing this. 
  • Demolishing a Frost Worm so quickly; the party was strung out due to terrain, so it was able to ambush a single (I think random) character in isolation. I liked the set up. If it had gotten one of the spellcasters instead of a melee type, things might've ended differently.
  • Driving a White Dragon from its lair and teleporting away with its loot; this was accomplished almost entirely by the wizards player. This showed how powerful his character build is relative to the rest of us, but also exposed weaknesses.
  • Being essentially immune to falling off a mountain; we're getting into higher levels, where there's a bunch of magic and special abilities which negate most normal threats. It makes adventure design a little more difficult. 
  • Attempting a non-violent resolution to being ambushed by trolls; unfortunately, we had no leverage or clever tricks, so we fell back on violence.
  • Being bad at finding things; probably related to the first bullet point. He might also have expected us to have different skills or spells, or to leverage what we did have differently, or to hire an NPC tracker. 
  • Almost TPK'ing in the boss fight; our characters are all pretty capable individually, but our squad tactics are nonexistent. I suspect we survived mainly because the boss decided to leave instead of finishing us off.
Deciding where to go and how to find the magic box occupied most of our play. The GM did a fair job of making the combats interesting and not letting them drag on.


Thursday, July 21, 2016

Pathfinder Transcript: Pirates

[One of the players in our group has started keeping brief transcripts of our sessions, partly for the amusement of a third party who isn't playing with us I guess, and partly to help us pick up the following session in medias res. 

I've updated this post to include the other two transcripts from that quest, and the death of my metaplot.

The next quest was run by the player who'd been controlling the wizards Cal and Darmos.

Thursday, July 14, 2016

Pathfinder: player transcript of my quest

[One of the players in our group has started keeping brief transcripts of our sessions, partly for the amusement of a third party who isn't playing with us I guess, and partly to help us pick up the following session in medias res. 

Edit, July 21: I've updated this post with two more transcripts to finish out the quest.

The first transcript picks up a session or two into my previous post.]

Thursday, June 16, 2016

Pathfinder Run #4: The Rat King

I no longer prepare NPC stats. I just key everything off class and level.
  • Level*1.5 for good attacks and primary skill
  • Level*1.0 for medium attacks and good saves
  • Level*0.5 for weak attacks, bad saves, minor skills and initiative
For weaklings/mobs/mooks I don't even determine hit points until a player strikes them. No point tracking it if they'll be killed in one blow. For level-appropriate foes, I assign AC based on caprice, player stats, and how long I want the fight to last; and since I tend to retreat NPCs when the tide turns against them, I counted HP upwards from zero (ie, damage taken instead of health remaining) to save the trouble of working out exact HP and reduction effects.

I should select some interesting spells to use in each encounter, but I don't because reading an encyclopedia of spells is my least favorite part of anything.

Monday, March 28, 2016

Pathfinder Run #3: A Tale of Two Islands

The threat of invasion from an undersea army has loomed over our campaign since before I joined the group. However, as sometimes happens, the person who was running that plotline has gone on indefinite leave, and we haven't decided whether to wait or to have another DM take it over. (It's been long enough that we've averted a second unrelated war in the meantime.)

I ran my third scenario in December. Its main elements were a long-missing sorcerer, a maze, a warren of giant communist rabbits, and a phantasmagoric chameleon-dragon.

Saturday, August 29, 2015

Pathfinder Run #2: Amazon Runaway

My second scenario has long since come and gone. The main elements were a merchant, an unlucky town, some Amazon bandits, and an Amazon runaway; the main clues were a matching set of jewelry and a regionally popular bard duo.
probably inspired by this  (found via Zak)

The Amazons:

Monday, April 20, 2015

Pathfinder Run #1: Space Loop


Our primary Pathfinder GM currently misses most sessions, so we've been rotating that duty for a while. The last adventure I ran started with the party trying to leave a small adventurer's/crossroads town, only to discover the town was trapped in a space loop. High skill rolls revealed that the space loop was centered on the town alchemist shop and had been initiated by some sort of blood rite.

Quest below the cut.

Wednesday, February 4, 2015

Pathfinder Character Sheet, Revised

click to enlarge
The World of Darkness campaign died. The same group's been running a concurrent Pathfinder campaign, though, so they adopted me into that.

I made my own character sheet because I find the official one difficult to use.

Apparently I'm the only who uses an actual character sheet. One guy writes his out on loose leaf, another reads his from excel, and the rest are using tablet apps.

If or when I play a spellcaster, I'm going to print spells out (because I don't know what they do) on the back.


[March 20 Update:  fixed the "Flat-Footed" AC calculation, and made a number of other, smaller changes.]

[April 6 Non-Update: I realized about a week ago that "CMD" should include dodge and deflection bonuses. I'll fix that when I change characters in a few months. (Luckily I left enough room there to just pen them in for now.)]

Monday, November 26, 2012

Simple Fantasy Halfbreeds

Progress Quest is a weird and satirical yet very authentic experience. As my Double Wookie Battle-Felon climbed to level 8, I got to looking at the game's racial types. They're really not that far off from what D&D-style games actually do. I've tried before to distill D&D3.X's sub-races into more efficient templates; looking back at that, I now realize that race and alignment can be collapsed directly into the base ability scores.
  • "Elf"-ish ability score = dexterity, agility, foot speed, personal beauty, vision, hearing, affinity for & resistance to musical / mental magic.
  • "Dwarf"-ish ability score = physical health and resilience, sprints, sense of position / direction / elevation / orientation, mechanical engineering / architecture, affinity for & resistance to runic (artifact-based) magic.
  • "Orc"-ish ability score = size, strength, stamina, sense of smell, affinity for & resistance to blood magic.
  • [Elemental] affinity score = terrain-specific survival & peasant skills, discipline, piety, ethereal awareness, affinity for & resistance to pact-based magic. (Choose an element: fire, water, earth, wind, wood, desert/void, light, dark, etc.)
  • "Society" ability score = domestication, class, literacy, common lore, device skills, teamwork, leadership, loyalty, sensing motives, affinity for civilization & technology.
  • "Detachment" ability score = coolness in the face of danger and horror, resistance to plight of others, resistance to magical healing and resurrection. (Also replaces stereotypical Cthulhu-esque insanity stats.)
Balancing the three bloodlines creates a human; raising the highest stat to double the second-highest creates a pure ("double") breed; in between lie all the shades of half-breed; terrain-specific [Elemental] breeds can give way to pure elemental sprites; "society" can indicate "high" or "low" breeds; hobbits, pixies, gnomes and goblins amount to "short" breeds; and any of the various animal-faced races can be emulated by relabeling Elf, Dwarf or Orc to the animal type. Use either your "society" score or the best-shared of the first four stats to try communicating in someone else's language.

"Detachment," "Society," and the ratio between the two offer a more concrete and nuanced view of "alignment" than the standard good-evil / law-chaos layout does. They don't address the character's goals or commitment to the party, but those things can make or break a campaign, and really ought to be hashed out with the group before play begins.

Without complex character builds, where will players turn to flex their stat-wonkery? I think it would be useful to treat lair design & stock scenarios the way character creation has been treated - point builds, random generation, class/level systems, with a few new options or ideas costed out in each splatbook to help sell more splatbooks. Can't hurt to turn player attention to something that's routinely in short supply, and to have your books always trying to address new & different aspects of an encounter.

PS: I prefer how D12s roll to how D20s roll. So, instead of rolling 1D20 against dodge+armor (or whatever action you're taking), roll 2D12 and assign one die result to accuracy and the other to potency.