An ongoing exposition on table procedures for common exploration feats and rules, which began here with part one.
Introduction
By definition a challenging subject, characters succumbing to disease is a shorthand for bad times and its
representation on the tabletop is justifiably marginalized, the lack of appeal
making it pretty much a conceptual nonstarter, modern disneyfied DnD being
content to reduce it to just another form of contact poison discharged by some
monster’s special attack or painting it as inert set-dressing, if anything.
Salvaging what little gameability
could be squeezed out of microbial foes definitely took some odd turns. The
proposal that follows is, for once, more conceptual than systematic, writing
its checks to the name of Mr. Tone and Mrs. Mood.
Any reader who squints will see
that the settled approach wouldn’t be at all out of place if filed under rules musings.
It fits this rubric on account of the fact that disease has ever occupied a prominent position on the annals of exploration and adventure
narrative.
A Cold, Dank and Ill-lit Place
While the standard host of
debilitating effects are simple and effective signifiers of localized danger (and
absolutely fair game to me), what I’m here to discuss is truly withering
illnesses – the likes of which cut down characters of level high or low – and
their practical applications on a running. I’m talking the inominable plagues
of antiquity, thought to originate from the miasmal outflows of the underworld
itself, the kind of disease that doesn’t just debilitate, but utterly prostrates.
Hazy and foetid swampland, sweltering rainforest thick with fungal spores, noxious shafts driven into the cold earth, sickly and isolated dying hamlets or the virulent bustle of overcrowded city wards, through a blend of whispered rumour, fragmented histories and apocrypha, the enmity towards life of these blighted places ensures they acquire all sorts of names for themselves. Characters visiting such insalubrious locales will quickly become aware
that, by tarrying about or proceeding any further, they do so braving the risk of contracting disease.
Even going past this thin layer of agency,
it would not do to allow a character to become so ravaged by illness as to
become incapacitated, such being simply antithetical to the wider conventions
of getting people together in a room for the express purpose of playing a game.
But it offers up some negative space, fit to be reframed.
The Fifth Column on the Fourth Wall
From my usual viewpoint, mechanic
approaches to the topic seemed dispiritingly inadequate: going full-on old
school would have meant dispassionately offing characters for standing at the wrong confluence of place and time; taking a page from the OSR’s gonzo playbook would mean table
time consumed with players shitting live donkeys for laughs while skirting
or copping-out on the problem’s essence, that of representing illness as a
negative status with no remedial counterweights whereas, on the far shore,
emulation tantalizingly invited one to the edge of a rules sinkhole to govern
exposure vectors, incubation times, modes of transmission and arrays of
symptoms for what in the end would differ but little from elaborate curses with
pseudoscientific clauses for activation, dissemination and erradication. These
ended up resolving into the paths not taken.
- The proposal: When a player misses a game session, if the
character is either currently exploring or previously passed through a blighted place within the last two runnings (or forty in-game days) he succumbs to disease, becoming
incapacitated for the current
session’s duration, to recover only upon the player’s return.
Instead of leaving it to game-related
structure of rolls and probabilities to carry the impact of flagging a place as
dangerous, the suggestion is to stress a different angle: embracing the shared
commonality between the vagaries of disease in a low fantasy setting and the
mundane social constraints of players missing the game night.
It is known that the two things
are disagreeable but altogether unavoidable certainties of, respectively, a
setting that rings true and the gaming table. Both can strike suddenly
and without rhyme just as they can remit much the same way, disrupting the
normal flow of the game for both the afflicted character and the wider group.
Fear of Missing Out
Typical refereeing ethos counsels
one to willingly bend reality and inflict as much of a strain on the economy of
coincidence as it’ll bear. But there is such a thing as a middle ground between
the extent to which these options represent the lesser evil on the path to promoting
gameplay and interesting decisions and the wanton cutting of corners just to
get to the next combat encounter. If a character perishes, I’ll be one to
say that marginalizing the player until the return to civilization happens because it “wouldn’t make sense
for anyone else to show up down here” is not an acceptable argument.
As such, it is understood that allowing
the outside world to intrude upon the game is decidedly not a peaceful
proposition. But before tearing one’s vestments, consider the cast of
unappealing solutions: characters that are temporarily abducted, get lost in
tunnels, become mind-controlled drones in the hands of their fellow players or
recipients of the ubiquitous “magical teleportation passe-partout & no questions
asked”. These oscillate between pure softball and barely-satisfactory, all fall short if
looking to deliver a grittier running experience.
Ironically enough, this proposal only
makes sense if running a healthy and cohese playgroup, one whose players are
mature, reliable and where instances of absentism are both exceptional and
evenly distributed among all the participants, with no poor soul getting
singled out. It also requires that the players embrace a stance or at least
some concept of heroism, with callous behaviour targetting their burdensome
ward being pretty much unthinkable.
Grit in the gearbox – Gameable Implications of Disease
How hard to go on the disease-ridden
character whose player is missing? Ideally, no more and no less than what a credible
game world will dictate. This should be off the referee’s hands, the
gold standard to uphold being that player absence cannot be tacitly equated
with character invulnerability.
Knowing from the start that the baseless assassination of
bedridden player characters is not condoned, the casualties or even the dreaded
total party kill that may happen amid an expedition gone foul will lie at the other end of the
spectrum: the character that has fallen ill and is being dragged about on the sled is still factually there,
he should not be exempt of the danger in the face of the absence of his player.
Consider the scenario of one
among the party’s number having fallen prey to disease and now lying wracked in
a feverish haze on a makeshift stretcher, effectively incapacitated. From this fact will spring actual – gameable – challenges,
ones whose repercussions should be played to the hilt:
·
The party will have to make do with carrying
both their downed comrade and the extra weigth of his now-unattended possessions,
accounting for the reduced travel speed when facing the miles of trackless
wilderness;
·
Likewise when exploring the sinuous confines of
the underworld, obstacles such as ledges and climbs will become much more
daunting, requiring special measures carrying both risk and additional time
expenditure;
·
Random encounters are on the party to prevent,
head off or otherwise react to, with the simplistic act of leaving their comrade somewhere behind not necessarily constituting a vouchsafe from danger;
·
Spells and features that target or prevent disease
become more valuable, as they might at least temporarily ammeliorate a sick character’s
condition enough to allow feeble participation in a fight or retreat;
·
Leaving a sick character behind amid civilization
to be safeguarded being doable with no concern, the fact remains that the party moving
geographically away will imply a need to link up at a later time.
Closing Thoughts – Disease in a Setting
In terms of wider setting
building, the whole “germs” face of the triangle can handily bear some weight
in terms of explaining population dispersions, also serving a gating purpose
for places that lesser characters learn to fear to tread, offering a different
facet of inacessibility as opposed to someplace being underwater or way up in
the clouds.
Hm!
ResponderEliminar'Hm!' indeed, my little 'Hm'ingbird.
ResponderEliminar