A Matter of Parameters

Measuring social change in your TTRPG campaigns

I’m currently running DC Heroes. My experience with superhero-genre gaming is incredibly limited; last year’s first outing with the Batman RPG was the first campaign I’ve ever participated in, either as player or GM.

Back in the 90s, though, I came very close to experiencing superhero gaming through a most unusual (and very of-its-time) variation on the MEGS system that also powers DC Heroes: Ray Winninger’s Underground.

This was an original setting heavily influenced by Aeon Flux and “Dark Age of Comics” titles. It’s cynical, biting, at-times hysterical, and was mostly lost on my teenage sensibilities. I remember we spent an afternoon making characters and then I accidentally TPK’d everyone in the first scene of the first session. Oops.

But there was lots about the game that stuck with me, primarily (it must be said) in the form of the dystopian setting, but also in some of its mechanics. In the latter case, in particular, it was Parameters, a system I’ve now adapted for use in my current DC Heroes game.

The idea is simple: there are seven metrics (Quality of Life, Take Home Pay, Safety, etc.) which are rated on a scale of 1-20. Every level of a community, from neighborhood to nation, has its own set of Parameter ratings. It’s up to the players to decide where they want to focus their superheroics and their ultimate goal for the campaign. (In Underground, there’s a not-so-subtle implication that players should be aiming to overthrow…if not the U.S. government, then something at least.)

Over the course of the campaign, players can choose to funnel their character’s Hero Points into shifting the Parameter ratings they wish to target. The bigger the area, the more Hero Points it takes.

The catch, of course, is that Hero Points are also the game’s way of improving your own character, as well as influencing actions in the game (making a task easier or harder, saving yourself from certain death, etc.). What’s more, every time a single Parameter metric is changed, it has both positive and negative knock-on effects:

Even worse? Unless the heroes pay a premium, at the end of the campaign all of the Paremeter numbers return to their original levels! Equilibrium and inertia and all that.

love this system. It forces hard choices. It provides a funnel for Hero Points, keeping those Iconic Characters as their unchanging selves. It even explains why, despite all of Batman & Co.’s efforts, nothing ever seems to change in Gotham.

Well, my players are having none of that. They’ve set their campaign goal: increase the Government Purity of Gotham City without reducing Safety, and making that change permanent. This means they need to pay five times the normal cost in Hero Points, or 1,000 points total, just to raise Government Purity by one point! (For the record, I set it at 5 out of 20, because, well…)

We’ll see if they can achieve this goal. I honestly have no idea if it’s realistic or not, which makes things just as exciting for me!

But in all seriousness, I love these sorts of mechanics. Pendragon 6th Edition has a Favor mechanic that hits the same notes for me—it’s not a mechanic for measuring social change, per se, but it’s a great way to systematize abstract forces that drive the feudal world of King Arthur’s Britain, and frankly makes GMing the game a lot easier.

For folks running their own superhero games who wish to try the Parameter mechanic for themselves, here are the costs as originally presented:

For DC Heroes, I multiplied all these values by five, as Hero Points work differently in that game and seem to be on a higher scale than in Underground. You’ll want to do a similar eyeballing of whatever your game’s XP/benny currency is and apply the costs accordingly.

And remember: it’s three times the cost to shift a Parameter without lowering another one, and five times the cost to make that change permanent!

(I decided to be nice and not apply both multipliers to my players, choosing instead to just go with the higher of the two. One thousand Hero Points is plenty!)

Source: https://sirlarkins.substack.com/p/a-matter...

My Pendragon Appendix N

(A version of this post originally appeared in part on my old blog, The RPG Corner, in 2011.)

When I first started running Pendragon in a serious way back in 2006, I found myself seriously out of my depth. My comprehension of Arthurian literature and folklore and my understanding of medieval history proved patchier than I anticipated. So I hit the books, and the movies, and created a sort of ersatz Appendix N of my very own.

We all “know” the stories of King Arthur and the Knights of the Round Table, and the forthcoming Pendragon Starter Set does a great job (if I do say so myself) of introducing you to how the game treats the legends and your role therein as players, but if you’d like to do some deep dives like I did, lo those many years ago, here are some of my recommendations:

Books

Le Morte d'Arthur: When most people think of the Arthurian myth, it is the version laid down by a mercenary knight at the tail-end of the age of chivalry they're thinking of. Malory was the first great collator of the saga, weaving together medieval sources from across Europe to form a coherent narrative arc—and not coincidentally, this is the model Pendragon uses as well.

There are a million different versions of LMDA out there in a variety of modernizations. For a thoroughly-modern rendering of the language, I like Dorsey Armstrong’s version (though I’m not as much of a fan of the weird shape of the physical book…). Greg Stafford’s preferred version was the two-volume Penguin paperback, which strikes a nice balance between archaic diction and readability.

The Acts of King Arthur and His Noble Knights by John Steinbeck. T. H. White gets a lot of attention, and deservedly so, but his take on Arthur can be a bit idiosyncratic for gaming-inspiration purposes. For a modern literary treatment of the mythology, this is my favorite collection, sadly never completed.

The Arthurian Companion by Phyllis Ann Karr. Absolutely indispensable. An encyclopedia of people, places, and things exhaustively compiled from the full range of available medieval sources.

Castles by Alan Lee. In some ways this was where it all started. I received this book as a gift (birthday? Christmas?) during the height of my childhood interest in all things medieval (about age 11-12). I still reference Lee's gorgeously evocative watercolors for inspiration, and the well-written "thumbnail myths" that accompany them (scribed by David Day) have provided both direct and indirect material for some of my past scenarios.

A Year in a Castle by Rachel Coombs. This is a representative entry for children's books in general. Yes, kid's books, the greatest friend for the harried GM ever invented. Particularly books on history, mythology, and other fun subjects. The big quarto or folio-sized, full-color jobbies with lots of pretty pictures are the way to go: like the veritable mother bird preparing to feed her nestlings, flip through their pages and gobble up the visual inspiration for later regurgitation at the game table.

A Distant Mirror by Barbara Tuchman. The 14th-century was arguably the Middle Ages at their worst, and Tuchman paints a brilliant picture of church corruption, mercenary knights, plague, excess, war, famine, and peasant revolts. Indispensable for depicting the darker side of chivalry and the Arthurian cycle, especially during the Grail Quest and Twilight Periods.

Movies

Excalibur (1981): Movies were my real introduction to the wonder of Arthur and the Middle Ages. I saw a TV-edited version of Excalibur when I was about 9 years old and it rocked my world. This movie is still my touchstone for what an epic Pendragoncampaign should feel like; Nicol Williamson's Merlin will never be bettered in my opinion.

"Come father, let us embrace at last!"

The Lion in Winter (1968): Great sets, great costumes (especially for the time it was made), absolutely indispensable for court politics and the true heart of Pendragon: the rack of human relationships.

"Poor John. Who says poor John? Don't everybody sob at once! My God, if I went up in flames there's not a living soul who'd pee on me to put the fire out!" "Let's strike a flint and see." 

Knightriders (1981): An under-appreciated entry in George Romero's oeuvre, despite its modern setting this movie is the best treatment I've yet seen of the clash between chivalric ideals and hard reality. Plus, if you want a treatment of Merlin-as-hippy as an alternative to Nicol Williamson's take, look no further. (Oh, and my wife thinks Tom Savini is sex on toast in this film, for what it's worth.)

"No, it's just getting too tough. It's tough to live by the code. I mean, it's real hard to live for something that you believe in. People try it and then they get tired of it, like they get tired of their...diets. Or exercise. Or their marriage. Or their kids, or their job, or themselves...or they get tired of their God."

Perceval le Gallois (1978): I feel like this movie comes closest to recreating the experience of what it must have been like listening to Chretien de Troyes recite his latest romance sometime in the High Middle Ages. I mean, for one thing it’s in French. (Though they didn’t go all the way and shoot it using Middle French, the cowards.) The set design is enchanting, looking like the illicit offspring of a medieval manuscript and Passion Play; the “look” of 6th edition Pendragon owes much to my love of this movie. And this is arguably the most faithful adaptation of the Arthurian romances ever committed to celluloid.

“Cursed is he who in fine weather waits for finer weather still.”

The Green Knight (2021): In stark counterpoint, we have this wonderful fever dream of an Arthurian movie that often runs roughshod over the source material, but all in service of giving us one of the best movies ever made in the genre. The fact that the name of Sir Gawain(e) is spelled and pronounced differently throughout the film speaks to one of David Lowery’s core themes: these stories are always changing, yet they remain fundamentally the same. This is a key to understanding how to successfully run Pendragon. Watch this movie and meditate on that thought as you do. (This movie is also my visual reference for the Downfall era as much as A Distant Mirror gives me the historical grounding.)

“Green is what is left when ardor fades, when passion dies—when we die, too.”

Monty Python and the Holy Grail (1975). The most obscure entry on the list by a mile, apparently this was a movie released by some nobody British comedy troupe back in the 70s. Mainly useful for its fantastic attention to detail in sets and costumes and the apt depictions of the bloody consequences of critically-inspired Passions and what happens when every knight in your party fails their Valorous rolls.

"We'll not risk another frontal assault—that rabbit's dynamite!"

Source: https://sirlarkins.substack.com/p/my-pendr...

How Was Your Winter Phase?

Or: Why I Won’t Be at Chaosium Con

Among the many things that made me fall in love with Pendragon when I first encountered it was the Winter Phase. I love a good downtime mechanic, it must be said. Downtime gives campaigns breathing room. Downtime increases immersion?it's much more believable that a character would have stretches of the mundane in between those moments of high excitement that constitute adventure scenarios. Downtime mechanics make the world and its characters feel real.

The Winter Phase is downtime turned up to eleven. What it really asks is, "How did the rest of your year go?" It represents your knight looking back and assessing how they grew, what they learned, and how they hurt. It bakes in the core assumption in Pendragon of "one scenario per game year." And, not incidentally, it makes it really easy to accommodate a Player who can't make it to that session. Their knight was off somewhere else this year; roll up a Solo Scenario and we'll catch you next time.

Here in Santa Fe, up at 7,000 feet elevation, the leaves are just starting to bud, the wildflowers and fruit trees just coming into bloom. Yesterday was Easter Sunday. I often start off a new Pendragon year around this time, and for good reason. This is the true end of Winter Phase; it's time for new adventures.

I had a tough Winter Phase this past year. In game terms, I biffed my Aging roll and suffered several points of Statistic loss. In real-world terms, I got very sick, first with a really nasty flu-like virus (not with Covid, oddly enough), then secondary bacterial infections, culminating in a brief hospital stay and more antibiotics over the course of the weekend than I think I've had in a whole lifetime up to this point. I'm recovered from the actual diseases now, but I'm still dealing with the after-effects; specifically, something I didn't even know about until this year, a condition in which your body essentially develops arthritis because your immune system was driven into overdrive.

The good news is that it's a temporary affliction, but my rheumatologist (I have a rheumatologist now!) put me on some meds to help curb the damage in the meantime. And those meds have an immunosuppressant effect. Which means no large gatherings for me for the foreseeable future. Which means no Chaosium Con, sadly.

(There has been some talk about maybe getting me in as a virtual member at Sunday's Pendragon panel. The logistics have yet to be worked out to see if that's even possible. Stay tuned to my socials for an announcement, should such wizardry come to pass.)

One thing I did discover through my manifold blood tests and consultations throughout January and February was that I also had a vitamin D deficiency! Being on vitamin D mega-doses for the past couple months has done wonders for my overall health and mood. I feel better than I have in years, and very much ready for my next adventure (even if for now it'll have to be from the comfort of my couch).

(By the way, I learned nearly half of all Americans are deficient, so my public service announcement, regardless of what part of the world you're in, would be to add a supplement to your diet and maybe ask your doctor to test your levels at your next physical. You'll be glad you did.)

As I work on restoring my lost points of DEX and CON, I'm curious: do you use downtime mechanics in your games? What are your favorites?

'Til next time...

Source: https://sirlarkins.substack.com/p/how-was-...

On Joe Dever and the Legacy of Lone Wolf

I was up way past my bedtime last night, reading through the Lone Wolf Adventure Game from Cubicle 7. You see, I'll finally be starting an LWAG campaign tomorrow night, a prospect I've been tremendously excited about ever since picking up the box set at Gen Con 2015.

Then this morning, after oversleeping due to the aforementioned late-night reading, I blearily checked my Facebook feed and found it exploding with messages of condolence: Joe Dever, creator of the world of Magnamund and author of the Lone Wolf game books, has passed away. He was only 60.

This one is hitting me hard, folks.

When Gygax passed, I was sad, but in more of an abstract sense on a personal level. I got into the hobby some years after he had been ousted from TSR, so my relationship to his creation was always taken at one remove, or more. My familiarity with the magic of Gygaxian prose and world-building came much later in life.

But, as I suspect for many of my age group (those who got into RPGs during the mid-80s to early-90s), Joe Dever's writing was the gateway to this hobby for me.

I've written before about how I "GM'd" the Lone Wolf books on the playground, reading them aloud to a friend who would make the choices and pick the numbers from the Random Number Table.

I remember attempting to make my first D&D game world and basing off the material in the Magnamund Companion.

My first stab at game design was a manuscript called "The Lone Wolf RPG". I still have my dot-matrix printout. I should scan it and post it at some point, as awful as it is.

I was lucky enough to briefly meet Joe at Gen Con 2015, shake his hand, and thank him for his writing and his inspiration. Today I will mourn, and tomorrow I will, in my infinitesimal way, help carry on the creative vision he first laid down nearly 40 years ago.

For Sommerlund and the Kai!