Voices in Unison: “I Don’t Matter” Edition

All throughout this crazy year, I have been inviting people to vote.  There are stark reminders every day of the difference between bad or absent or incompetent or self-serving “leadership”, and what’s possible under competent leaders.  And so today I’d like to extend a special invitation to those who say “My vote doesn’t matter” with these responses…

My vote doesn’t matter; TLDR version:  In short, this question:  if your vote doesn’t matter, then why are they doing all they can to violate your right to vote, both in ability and in its impact?  Whether it be by closing polling places, or implementing unnecessary and onerous voting ID and registration issues, or making information difficult to discover, or participating in extreme gerrymandering, or linking voting rights to the paying of fines and fees, or attacking mail in voting, or creating a false panic about fraud, or simply to engage in behavior that is designed to put you off voting, there is so a lot being done to decrease voter turnout.  And they cement it in place by fostering that very feeling you have, that feeling that your vote doesn’t matter.  They want you to think it doesn’t matter, that it’s too hard, that you’re better off staying home and just not vote.  Because they know that the less people vote, the easier it is for them to influence the outcome.  The more people they can get to tune out, and the more roadblocks they can throw in the way, the greater the impact of their fervent base upon which they can count on to show up while at the same time making it easy for their base to vote.  Which, in turn, makes it easy to gain the power.  By doing all this they get to break the system and choose their electorate, not, as it should be, the other way around.  To that, I say no.  Please vote. Continue reading

Gaming Thursday: Pet Classes

Here’s a quick, off the cuff, totally not fleshed out or playtested idea on how to handle a pet class (ie someone with an animal companion or similar) in D&D that may resolve the current disappointment/issues with the current iterations of the Beastmaster Ranger (and similar) classes.

To begin though, I get the difficulty in crafting this kind of class.  There’s a few of major things to balance:  first you don’t want to add too much complexity (having a player have to manage two full-fledged characters), and second you don’t want to add too much power (where the character + their companion’s abilities overshadow everyone else at the table).  And while the revised Ranger and it’s Beastmaster subclass from Unearthed Arcana seems to have found a mostly workable solution for that, there is a third area of balance that remains the Achilles heel:  hit points.  To avoid allowing the companion to become a vast sponge of extra hit points for the party, the companion’s AC and Hit Points remain modest… which means they are all too often going down like a chump.  Sure, the Ranger can resurrect them, but few want to play a class where their best bud is dying every other day.

So here’s the concept:  Have the companion fully share the combat economy with the main character, not only in actions and attacks, but in Hit Points as well.  How this is fluffed will depend on the specific pet class – a ranger or druid could have a real spiritual connection/ bond to their companion, a warlock might have a more parasitical and/or arcane tie, etc – but the basic idea is that you can balance the class almost as a single actor within a combat encounter.  So when the main character takes a move action one or both can move, and when the main character takes the attack action, each attack they get as part of that attack action can be performed either by the main character or their companion.  And when one gets hit, both are closer to being knocked down.

At its simplest, as well as in some ways the most extreme, everything about the two could be set to be exactly the same:  to hit, damage, AC, etc.  It’s one character, just being two places at once on the board.  (To be fair, though, if both are caught in an area attack, they only take the damage once).  It’s also workable to have some minor differences between the two in AC and attack power.

The nice thing about this is it makes it easy to turn nearly any character into a pet-using class, since there’s little change in their effective contribution to the party’s abilities and power.  Of course, even if using the option of complete identicalness, there are some extra benefits that come from having two bodies in play, but they mostly fall into the same category of advantages that come from having a familiar (albeit one with much greater hit points, though outside of combat that should matter much less).  The biggest impact may come from having an extra ally for the purposes of controlling territory or granting the Rogue sneak attacks.  It’s fair then to have the character need to swap out a minor class feature, or make a custom Feat that allows them to gain the companion (with, I’d say, a few extra riders or a single +1 ASI, since the power gain wouldn’t otherwise be a full feat’s worth).

The last tweak that may make this sing is to allow – or require – the character or companion (whichever one takes the damage when this occurs, or a choice if they take area damage simultaneously) to drop unconscious when they reach 25% of their Hit Points.

So that’s the idea.  Iffn’ and when I get a chance to test this out, I’ll report back.  And if you try it, please comment below with how it went and any suggestions you have!

Wonder Wednesday

99 Percent Invisible just did a great episode looking at the birth of phenomenon No Name Brand(R)* products, and the evolution of sorts towards the birth of the President’s Choice brand and, even more amazing, its eventual spread to create ‘gourmet’ store brand labels throughout North America (and likely beyond).  A whole branch of the modern supermarket landscape started right near my hometown of Toronto.

And that latter part is what made it all the more amazing to me; while I certainly knew about both No Name Brand and PC products**, I had no idea that it was the instigator for the myriad of high-profile store brands that proliferate today.  A cool and fascinating little piece of design and shopping history.

Give the episode a listen here***, and I heartily recommend checking out their other episodes!  They’re all great, full of design (including plenty of architecture) and curiosities and sociological reflections and history and more.  99PI is a go-to listen for me every week.

 

* Yes, No Name Brand is indeed trademarked… something that has brought me no end of amusement over the years!

** Before I moved out of the country I’d say at least half of my shopping every week was President’s Choice products…

*** You can also read the webpage, but the podcast is the much better and more in-depth format!

Architecture Monday

It feels a bit weird posting about a school design in the midst of a pandemic where school just isn’t a good idea for many areas.  That said, this school is very airy and has plenty of outdoor areas, all perfect for the local climate in which it sits.  One quick look also tells you that it’s fully embracing its context not only in terms of the sun, but also of its people and traditions.

Reminiscent in many ways of the Fass School over in Senegal, this school in Burkina Faso embraces the students in a circular form to create a strong around which the classrooms, office, and lunchrooms reside.  The repetitive peaked form of the undulating roof is reminiscent of a circle of tents, with the largest being a grand open-air entry into the sanctum.  They also funnel and collect water into underground cisterns.

The heavy surrounding walls provide a thermal mass to help keep the insides cool, along with ventilator blocks along the upper half that allow hot air to escape and cooler breezes to enter.  The whole of the perimeter is panted by local craftsmen with traditional patterns.  Louvered walls on the inside allows additional light and air to flow through while connecting each room to the courtyard.

I dig it.  It’s expressive and built with care, something of the place built for the place and it’s community.

The Sabou School by 3RW Arkitekter

Gaming Thursday: GM Advice – Preludes

Last weekend our group wrapped up the first part of our Star Wars campaign (and the first part of my Aurora RPG Engine playtest).  Though, in reality, it wasn’t really the first part of the campaign, for the campaign I’ve got planned to run is the Dawn of Defiance campaign, a massive 12-part adventure.  Instead what wrapped up was three prelude adventures, which, originally, I meant primarily as a shakedown cruise for the new ruleset, to fix any egregious problems before we began to play in earnest.  But what I’m realizing now is that these preludes provided so much more than just that, enough that for any epic-length campaign I run from now on I will always run a series of preludes.

Big-ass campaign modules are kind of in vogue right now.  Whether they be termed “adventure paths” and bought as a series of interconnected modules, or whether they come in a single and big 256-page book, there are plenty out there that promise to take the characters through a big, grand, and heroic adventure arc.  Which can be great!  But if the campaign starts with beginning or new characters, there’s no time for the players to get settled and feel out and inhabit their characters before they get plunged into that big narrative.  Which can weaken the feel and excitement and visceral experience right at the most crucial moments of the game: those events and those hooks that are intended to serve as the fire that carries the campaign forward.  If those moments fall flat, or the investment isn’t there (because the investment isn’t yet there in the character(s)), then the feel of the entire campaign can suffer.*

Hence, running a series of preludes to give the players a chance to feel out and develop their characters before the inciting incident of the campaign proper.  This goes both mechanically and RP-wise.  Sometimes a certain build doesn’t play out at the table as well as, or as interesting, as we’d thought it would.  Or, as our character’s character settles down, maybe what we built no longer suits this new direction.**  And getting that direction itself is critical.  While we may come with a backstory and thoughts on how they behave, often that shifts during game time as we explore and play and let things bubble up… often seemingly from nowhere, but it fits and feels right and so it becomes part of the character.  Through the chance to play and develop the players get to know their characters, the characters get to know each other, and the builds get settled, all so that once they begin the adventure path there’s nothing left to hammer out and they can immediately fully inhabit what’s to come.

So that’s my little epiphany and cheerleading for always running a few introductory adventures before embarking on the grand adventure path voyage.

 

* Of course, for campaigns that consist of independent and smaller scaled adventures this isn’t required – in effect, every adventure is like a prelude.  And sometimes the adventure path/big book/etc already does this, with a series of small things to deal with before the big hook, in which case great, the work’s already been done for you.

** Or, equally important, if the campaign starts with very experienced characters (ie, starting at a higher ‘level’), then there’s the added layer of just learning how to run that character and all their abilities.  Plus, there are more abilities and combos to tweak and try out to find the fit that suits the vision and the evolving character.  Nothing is worse than having an epic start to a campaign grind to a halt as each player tries to figure out what their character can do or how to do it… and yes, very much speaking from experience here).