Showing posts with label reactions. Show all posts
Showing posts with label reactions. Show all posts

Sunday, 4 August 2013

Lessons from 'Vikings': Parley Crosstalk

I posted a while back, about whether GMs should insist that players only say things that their characters would actually say. Now, in house we have been watching the History Channel's Vikings series, and while it's not a perfect portrayal, it has a lot of things to say about warrior societies. One of those things that bears on the gaming issues happens in episode 3, when our titular Vikings meet armed men of England for the first time.



Around 00:50 in the above clip we see the two sides warily approaching each other to parley. It's a familiar situation to adventure game players - the one person in the party who speaks the others' language steps up and starts talking. Here, it's the raid's leader Ragnar who speaks Old English, while the language gap is underscored by having the Vikings speak among themselves in subtitled Old Norse.

Then, another familiar situation happens. The Vikings start to disagree and argue in front of the opposition. Some distrust them and want to fight instead of talk. The English, not the most confident warriors, get nervous. They yield more to show good will, the leader even giving up the chain around his neck, but that only shows weakness. With one rash act, Floki, the Viking band's force of chaos, rips the cross from another man's neck, and negotiations have decisively failed.


This superb scene shows game runners how to handle such a situation. A party that shows discipline and skill, letting the chosen caller talk, will naturally inspire more confidence than one that interrupts the spokesperson, or pulls out of negotiations to huddle. It's really the same principle, on a collective level, that makes us more trusting of individuals who speak quickly and with confidence. Thus, based on player actions the GM can levy a penalty to the reaction roll, and make clear that the dithering and bickering is having a negative impact on their presentation. It's not about blocking choices, but setting up consequences.

The scene also shows the cost of concessions when dealing with a warlike folk. Bribes and offers must be dealt out from a position of strength. Too eager to please, and the calculation becomes that you are afraid and will be easily defeated - so why not try? In this case it would be reasonable for appeasement to have a negative, not positive, effect on reaction rolls.

Thursday, 8 September 2011

Emotion Dice Chart

And now, here is my one page emotion dice encounter reaction chart. You can use the emotion dice if you have them, or substitute regular d6; as an aid to memory, the odd numbered faces are negative (vs. positive) reactions, and the high-numbered ones are strong (vs. weak) reactions.

Click to enlarge

And one example.

The party, led by a charismatic warrior with a +1 bonus, runs into some orcs with a Hostile disposition.

The orcs greatly outnumber the party (so circumstances favor a move to the right) and the party quickly throws a couple of sacks of gold at them, which is deemed fitting tribute (circumstances favor a move down).

An ANGRY (5) and a NEUTRAL (1) are rolled.

First, the hostile orcs get angry, moving one to the right.

Then, circumstances come into play. The orcs stay in the rightmost column, but shift one down to CONFIDENT. The orcs laugh and bid the party begone, scooping up the gold.

Next time I'll show what one-page format has done to my more traditional-style reaction table using two rolls of 2d6. I think the format has changed it for the better.

Emotion Dice

In Amsterdam this summer I picked up a pair of these dice that are meant to teach kids about emotional expressions. What a great way to mingle gaming with my research into emotions ...

The 6 faces of each die.

Scanning across from top left, let's number them 1 to 6. Four of the expressions are easy to label: 1 is sad, 2 is happy, 4 is indifferent and 6 is angry. But 3 and 5 are interesting because they're expressions that emotion researchers haven't paid much mind to - yet here they are in a set of basic emotion dice for kids, which tells me someone needs to pay closer attention to them.

Number 3 is the wink. A facial expression, yes, but an emotion? The wink to me communicates something more intentionally than an emotion does; amusement, affection, a secret ... I know of no papers on winking.

Number 5 is the "mean smile." At another conference this summer I got into a conversation with a fellow psychologist about this one. He pointed out that the muscle groups for frowning and smiling are rarely activated together. But every child knows the meaning of this expression. It combines the powerful, hostile message of furrowed brows with the pleased expression of the smile, and it means "Ha ha! I gotcha!" Is it just that people often don't show this expression to pictures in a lab? Or that it's more a caricature expression than one found in the wild - combining elements of hostile frown and smile that are understandable when combined, but rarely actually expressed together? These questions require further study.

Anyway, for gaming purposes I also noticed that expressions 1, 2, 5 and 6 vary in two ways: mouth grimacing/smiling and eyebrows frowning/lifted.

Eyebrows are an interesting way of signaling dominance. Some research finds that frowning actually makes you look physically more mature and masculine, because grownups and men have heavier brows. Likewise, the raised eyebrows you see in expressions of fear, surprise and sometimes happiness convey that the person is temporarily feeling less powerful, because children have more space from eye to browline. In gaming, they can represent whether the person is feeling more or less powerful than whoever they're facing - in other words, a morale roll.

As for the mouth, that's used to communicate agreeableness - in other words, a reaction roll.

If you've been following this space for a while, you may see where this is going. Stay tuned - I'm going to adapt that table to use with the emotion dice.

Thursday, 9 December 2010

Into the Dungeon!

Three different runs of the same dungeon now - my Level 1 for the Castle of the Mad Archmage.

Four ramps going down. Each party chooses the same ramp.

And two out of three choose the same door out of three after that, ending up in the well room guarded by armored kobolds. Both times the charge was led by an angry dwarf ... both times a kobold fell in the well. (To be fair, that well is kind of like the proverbial Act I pistol.) This time, the Trossley group had a sleep spell on tap, so they fared much better against the kobolds.

There was some good old exploring, hacking and slashing tonight - not much treasure but lots of creatures fell. I don't want to discuss too much but there are interesting things brewing with various groups in the Castle and dungeons. The 2-dimensional reaction/morale table is proving very useful, and it's also fun (if a little mind-wracking) to fill in what's going on behind the scenes in the Castle while the adventurers are off healing and resting. It definitely makes an adventure location come to life when it is filled with scheming, strategizing individuals and factions.

Highlight of the evening: the players, already somewhat battered and out of useful spells, are being pelted with rocks from a higher battlement by a group of bandits after a bullying request for treasure was met with a contemptible show of copper. One of the bandits rolls a 1 ... I rule that his fumble consists of throwing too enthusiastically from on top of the battlement, from where he slips and falls, taking a mortal amount of damage. A small moral victory, and why not, I awarded XP for the kill.

Sunday, 14 November 2010

Encounter Reaction/Morale Table

Monsters (including NPCs) without a scenario-specified reaction, and with at least animal intelligence, may react at random, according to their Hostility Rating (from 2-12, average 7) and Morale Rating (also 2-12, average 7). Hostility is their likelihood of a hostile reaction to a group of humans and demi-humans. Morale is their will to assert themselves when confronted with a group of roughly equal strength.

Examples: Kobolds have Hostility 8 and Morale 6. Hobgoblins have Hostility 9 and Morale 8. Dwarves found in the dungeon may have Hostility 5 and Morale 8. A hungry wolf may have Hostility 7 and Morale 9. A hill giant will likely have Hostility 8 and Morale 6 (he is big, yes, but he is a coward when dealing with things his own size).

The DM can simply roll 2d6 twice on an initial encounter, where a result equal to or lower than Hostility indicates a hostile reaction, and a result equal to or lower than Morale indicates self-assertion (attack or bargaining) rather than retreat. Or the more complicated table and procedure below can be used.

Click to enlarge
Results

Attack: Monsters advance and attack the party
Stand: Monsters hold ground, fight if attacked
Retreat: Monsters make orderly withdrawal
Flee: Monsters run away headlong

In quotes: “Result only if party and monsters can communicate”

“Offer Service”: Monsters offer to help the party or fight with them a short while
“Offer Peace”: Monsters offer a longer-term truce
“Offer Alliance”:  Monsters propose an alliance to achieve a mutual goal
“Ask for Service”: Monsters demand the party assist them, will turn neutral if refused
“Ask for Peace”: Monsters demand a truce and will impose other conditions
“Beg”: Monsters grovel and will offer all they have to escape attack
“Bargain”: Monsters parley, but will pay a high price to escape attack
“Parley”: Monsters negotiate a mutually acceptable truce
“Intimidate”: Monsters negotiate but will expect payment or other advantage
“Command”: Monsters demand a payment, bribe, or other service in exchange for truce

In square brackets: [Result only if monsters are cornered or outrun]

Surrender: Monsters throw down arms and beg for mercy
Berserk: Monsters fight without mercy in a last-ditch stand
Fight: Monsters fight, subject to morale checks

In angle brackets: Result only if party flees or retreats

Stay: Monsters do not chase
Pursue: Monsters give chase
No Quarter: Monsters will not accept party surrender, fighting to the death

Monster Hostility Roll (2d6):
-3 to roll if poorly disposed (evil monsters on raid, party invades monsters’ home or attacks them by surprise);
+0 normally (monsters on patrol);
+3 to roll if well disposed (allies meeting in a war)

Once established, a hostility result usually stands, unless the party does something to test or radically improve relations (offering a large bribe, demanding a large favour) which may force a re-roll. Situational bonuses can range up to +/-2: for example, offering food to a hungry animal might give a +2, while an encounter between uneasy allies such as dwarves and elves might give -1. Charisma bonuses to hostility rating only apply to beings of similar species (humans, demi-humans, and creatures with human-like motives) and compatible alignment.

Deception: Creatures of low intelligence or higher who can parley or otherwise represent themselves as friendly will attempt to deceive the party upon a Hostile or Mortal Foe result of 1 in 6 times; average intelligence, 2 in 6; higher intelligence, 3 in 6. Roll a separate d6 for this.

Monster Morale Roll (2d6):
-3 if monsters think they are outclassed by 2:1 (effective hit dice vs. levels) or more;
+3 if monsters think they outclass party by 2:1 or more

Once morale is established, a group rerolls morale when 1/3 or more of its members are incapacitated; again at 2/3; when a leader falls; and when the situation changes dramatically (such as reinforcements arriving). An individual who has lost 50% or more hit points must also check morale. The subjective odds might change as well, and this is reflected in the number of dice rolled at any point. 

Situational bonuses can range up to +/-2: for example, a menacing attitude might give -1 to enemy morale (but -2 to reactions), while being outflanked from opposite sides might give -2. Charisma bonuses to morale only apply to beings of similar species (humans, demi-humans, and creatures with human-like motives) where the high Charisma figure is a leader of the others. Monsters may also have leaders who give morale bonuses but risk morale checks if they themselves fall.

Monsters of low intelligence figure subjective odds on pure numbers, also figuring in size and perhaps counting particularly well-armed individuals as double. Monsters of average intelligence have a more sophisticated idea of approximate levels and fighting capacity, while monsters of high intelligence are able to spot subtleties such as the existence of a magic-user.

Tuesday, 9 November 2010

Morale and Reactions

What are the two things that are most important to know about a stranger? Or a group of strangers?

Social psychologists know. But so did the early authors of D&D.

The stereotype content model, elaborated by Susan Fiske and other social psychologists, describes how we organize beliefs about other people and social groups - traits and stereotypes. Over the past 20 years, dozens of studies have supported the idea that two key traits, warmth and competence, are major players in our attitudes and behaviors toward other groups.

Warmth is how cooperative the group appears to us. Competence is how strong - how able to do meaningful things - they look. So, jolly halflings might be seen as high in warmth but low in competence. Dour dwarves are the other way around, not very warm but very good at what they do. Kobolds, maybe, are low in both.

When two groups meet in an adventure, the rules of most early forms of D&D have them sizing up each other precisely on these two dimensions.

The reaction roll is the warmth check. That's fairly easy to see. Do they see you as cooperative and will they be likely to cooperate in turn?

But what about the competence check? Well, competence in the dungeon is largely a matter of fighting. If I see you as better at fighting than me, I might run if things seem hostile. If I see myself as better and I don't like you, I might attack. In other words - competence is morale.

Each early edition of D&D has its own way to handle morale checks, but in general morale is tested mainly after taking some amount of casualties in combat. This reflects the origins of the game in tabletop wargaming, where it was assumed that units started the battle with enough courage to approach each other.

And never mind courage. Even rationally, by Sun Tzu's time-tested maxim, an inferior force should not approach a superior. So, in the probing and testing before battle, if any, is joined - that is when the first morale check, off-table, should happen. (Coincidence that this fog of war is exactly the reason for the position of wargame referee, which evolves into Dungeon Master?)

This all suggests that the first encounter between two forces should include not just a reaction roll from the non-players, but a morale check, to see which side they esteem as the more powerful. This will determine, for example, whether their response upon a negative reaction (from either side) is to attack or retreat.

And on the other hand, because both rolls are on 2d6, I'm tempted to make the reaction roll a "reaction check" - with an unfriendly attitude if rolled over the creature's rating, and both of these checks having greater effects if made or failed by a certain margin.

Next post: The combined reaction/morale chart.