Thursday, May 2, 2024

The Spell-Handler's Guide to Magic

Howdy, 'zardner!

So you're lookin' to become a certified member of the Wizened Pardnership of Spell-Handlers?

Well you should thank your lucky stars, because you've come to the right place! With this handy little primer, you'll have everything you need to embark on your journey to become a trained spell-handler, breeder, or even arch-rancher!

Let's begin by going back to basics, and answering a few simple questions about the nature of magic. If you have any aspiring young buckaroos nearby, now would be a perfect opportunity to introduce them to the topic of spell-handling as well!


To start off, what is Magic?

Magic is a blanket term for the huge and diverse range of bodily functions produced by Spells.

What are Spells?

Spells are small, domesticated creatures belonging to the phylum carmenifera. Each species of spell produces a magical effect unique to itself. It is the job of the spell-handler to rear and harness spells for their magic.

What can Spells do?

Why, plum near anything! A better question to ask would be "what can't spells do?" Even then, the Wizened Pardnership believes that it should be even more precise to ask "what can't spells do yet?

What is a Spell-Handler?

Spell-handlers (also known as "wizards" or "'zardners" for their association with the Wizened Pardnership) are specialists trained to rear and care for spells. They are the foremost experts on the theories and applications of magic, and often serve as pillars of their community besides.

How do Handlers use Spells?

Spell-handlers form lifelong² bonds with their spells that grant them the trust, familiarity, and know-how to coax magic out of them. This is sometimes called "casting" because many magical effects involve the spell ejecting substances from its body, sometimes at impressive ranges. A skilled spell-handler knows how to get their Fireball to sneeze, how to shake their Daylight just right, how to stimulate their Cure Wounds' musk glands to express healing goo on their pals, and so many other marvelous tricks!

What is Spellcare like?

Handlers have a robust set of daily obligations toward their spells. They must ensure that each spell is given proper food, water, exercise, and attention. If they are adventuring together, the handler must also tend to any injury or fatigue suffered by their spells, and keep any others from befalling them. Proper spellcare avoids waste and ensures that spells and their magic can be relied upon when they are most needed.

Why do Spell-Handlers go adventuring?

There's only so much a body can learn in class or in front of books. At the end of each handler's initial training period they enter their Journeyman Years, in which they gain practical experience and know-how about magic in the real world. Oftentimes this may be done by working at a string of ranches away from where they studied. Less common but more famous are the handlers who go a-venturin', often for the same reasons anyone else does: for excitement, challenge, and opportunity!

How long do the Journeyman Years last?

On average, handlers-in-training spend 2-to-3 years on the road. Some prodigies may complete this period in as little as 1 year, while slow-goers may take as long as 3-and-a-half or 4 years, depending on the details of their contract.

Contract? What contract?

Every spell-handler-in-training negotiates an education and employment contract at the start of their career. The contract outlines a mutually beneficial split between training, and making use of that training. Teaching someone how to handle spells is an expensive process, after all, and the educating institution has to make a return on its investment somehow. And that is why after a gap period, all spell-handlers return to their alma mater to work and repay the awesome opportunity that has been provided for them, as set forth in their voluntary and mutually agreed-upon contract.

Isn't that kind of like Indentured Servitude?

Haha, what?

Nothing, nevermind. Do Journeyman Handlers befriend their Spells?

'Friend' is a strong word that has many connotations incompatible with the realities of spell-handling. Spells are not pets, and handlers are not pet-owners. It is a serious working relationship in which attachment is unbecoming of someone of the handler's office, which requires executive decisions in the interest of the whole community.

Do Spells grow attached to their Handlers?

Unfortunately the spell-breeders have yet to breed attachment out of most spell strains. They are prone to mistaking grooming and cordiality for affection, and may respond in kind, even to the inconvenience of its handler.

But there is a silver lining: this makes spells great for ranch-sponsored petting zoos. Bring your kids!

How many Spells can Handlers have at a time?

As many as they can handle!

C'mon now buckaroo, you walked right into that one.

Jesting aside, the number of spells in a handler's repertoire can vary greatly depending on their individual responsibilities and skill level. Many folks go their entire lives with just 1 or 2 handy spells by their side, while some mavens have been known to handle a dozen or more at a time!

How do Handlers carry all their Spells?

Spell-handlers invariably rely upon the invaluable spell-kennel for all their on-the-go magical needs. A spell-kennel is a container for a spell meant to be convenient and accessible for the handler carrying the kennel, and cozy for the spell inside. Anti-magic lining³ and a convenient feeding port ensure that no day is too long or too arduous for a prepared handler.

What do Spell-Kennels look like?

Spell-kennels may take the shape of backpacks, bandoliers, folding organizers colloquially known as "spellbooks", and many other styles depending on individual needs and preferences. They may project an air of style, confidence, or simple, workmanlike professionalism to suit the handler. The beauty of the spell-kennel is that it is whatever you want it to be!

While supplies last, of course.

Can't Handlers keep Spells outside of their Kennels?

Technically they can, but any handler worth their salt would know better than to let their spells flop around all willy-nilly. It poses a needless inconvenience and risk to the handler to have their spells not immediately at-hand and under their control. Besides, most spells would not be able to keep up on foot.

Why can't some Spells walk?

The marvels of selective breeding have only been achieved by making a few very carefully considered sacrifices across the many diverse breeds of spells. One consequence is that many breeds of spells possess vestigial limbs that are no longer functional for locomotion- which makes it all the more important that the world have plenty of licensed spell-handlers to help take care of them.

Where do Handlers get their Spells?

Most spell-handlers receive their spells from the spell-ranch where they were currently are employed. If that is impossible or impractical, such as the case is with spell-handlers working abroad, they may acquire replacement spells from any nearby ranches or independent breeders at their convenience.

What is a Spell-Ranch?

Spell ranches are the centers of all things spellish. They are where spells are raised, new spells are created, spell-handlers learn, and countless members of your communities work, all to build a better and brighter future together. You could call it a farm that grows spells instead of crops, but to call it just a farm is to sell it woefully short. It would not be hyperbolic to say that the modern spell-ranch is the cornerstone of society.

Non-Handlers work at Spell-Ranches too?

Of course!

Spell-rearing is a multidisciplinary market, and it wouldn't behoove a ranch to have nothing but academics running around the fields sweating buckets. Anyone from any walk of life has the skills necessary to help keep a ranch running. Many towns and villages receive the majority of their employment from nearby ranches, all of which are solemnly grateful and duty-bound to provide for them in turn.

It may be hard for the layman to see it, but ranch hands know that they are essential: every spell fed, ditch dug, and pen mucked is a step toward prosperity and magical progress, and it fuels each and every one of their boundless hearts with a burning purpose that the Pardnership is plum gobsmacked at, even to this day.

I heard some Spell-Ranch workers are trying to unionize due to alleged mistreatment.

"The Wizened Pardnership and its affiliated spell-ranches are not anti-union, but they are not neutral either. They will boldly defend their direct relationship with their workers as something that is in the best interest of the worker, the ranc [sic], and the community. They do not believe unions are in the best interest of the ranch, the community, or—most importantly—the worker.

Spell-ranches optimize themselves to work best according to the core values of dependability, innovation, and efficacy, without which the world would not have such revolutionary wonders as brand-new spells."

Hang on, let's back up. How do you create "new" Spells?

So glad you asked!

An important part of spell-breeding is selecting for desirable traits. By paring the right spells of the same species together, those traits can be brought out and enhanced, made even more wonderous than what nature endowed them with. This is how you get new, subtle variations between spells of the same class; the kinds of things an outside buckaroo looking in might call different "ranks" of spells, though the reality is far more nuanced.

Alternatively, a skilled breeder may hybridize two different spells together into an all-new spell that combines some of the traits of each parent, or even results in something entirely new to magic and science.

It isn't as simple as plopping two spells down in the same room and waiting for the magic to happen, of course. Conditions must be carefully controlled, and a lengthy period of stabilization and strict testing follows all successful attempts.

What is Stabilization?

Stabilization is the process by which a new spell's magico-genetic structure is made stable enough for the specimen to be viable, as well as safe to handle. Failure to run a new spell through proper stabilization protocols is dangerous: it may behave erratically, attempt to self-terminate, discharge its magic uncontrollably, or even spontaneously explode.

Do some folks still try it anyway?

Regrettably yes, there are some bad actors among us who would disregard the wisdom of the Pardnership and pursue their own agendas in spell-breeding without oversight, putting themselves and their communities at risk. We condemn them in the strongest possible terms.

What should be done about that?

It is for the stated reasons above that unauthorized spell hybridization has been made strictly illegal in most jurisdictions. It is your civic duty—as well as the professional and moral duty of all 'zardners everywhere—to report any suspected cases of spell-breeding or related activity to local law enforcement.

We don't want another Larrold's Ridge Incident, now do we?

What Happened at Larrold's Ridge?

The Larrold's Ridge Incident was a tragic ████████ ██ █████ ███████ ██████ ██████ █████████ at an uncertified independent facility rapidly █████████ ███████ ██████████████ resulting in large-scale destruction and the almost complete loss of all ████ ███ ████████ within a 3-kilomile radius.

For more information, contact ███████████ at ████████████████████████.

Wow, I feel kind of unsafe right now. How can we trust Magic?

By trusting the Pardnership!

The Incident was shocking in its size and severity precisely because of the efforts of the Pardnership; otherwise, it and events like it would be far worse and far more frequent. But by putting the best and brightest minds in spell-handlerdom together, we can work to prevent such things from happening. It is thanks to these fine folks that magic remains and will continue to be a net positive and a force for good, both in your communities and across the world.

Trust us. We will protect you.

I feel much safer now, but I am not a certified Spell-Handler. How else can I help support the Pardnership?

There are many ways to help support the Pardnership, and they can all be done at the local level. You can volunteer your time at a local ranch, support the Pardnership by purchasing some of its marvelous products, or just be a good citizen and attend to the civic duties morally incumbent upon all of us. Keep the world clean and friendly, and make sure to report any feral spells you find!

Feral Spells? Aren't all Spells domesticated?

Almost! While most spells have been bred in captivity and virtually all extant species have been selectively bred from their wild ancestors, there are many feral spell colonies across the world. These "wild magic" populations are the result of domestic spells escaping captivity or being abandoned by negligent handlers, then reproducing in the wild. Wild spells should only be approached by certified spell-handlers with trap-neuter-return training, as they pose a potential danger to bystanders and their communities if agitated.

If you believe there is a feral spell colony in your area, please contact your nearest ranch.

Wait! I saw someone using Magic without a Spell. How is that possible?

Easy now, buckaroo. There are many spell-based products commercially available nowadays. What you may have witnessed was the proud owner of a spell-egg, magical wand, or staff showing off their shiny little slice of modernity.

What is a Spell-Egg?

Simply put, a spell-egg is an egg laid by a spell!

More properly, commercially available spell-eggs are unfertilized eggs that contain enough residual magic from the spell that laid it to allow it to be used as a sort of disposable single-use spell. The effects produced by eggs pale in comparison to what a live spell can do in the care of a handler, but they offer a wide range of options and conveniences to the layman.

How does one use a Spell-Egg?

Simply break open the shell of an egg to activate its latent magic. This may be done either by throwing the egg at the spell's intended target or, in the case of spells intended for oneself, by cracking that bad boy open and sucking the yolk down like a real Hoss.

Always consult the expiration date on spell-eggs before use. Do not purchase if shell is broken. Report any health code violations to your local ranch.

What are Magical Wands & Staffs?

Wands are a spectacular invention designed for the discerning non-handler who wants dependability and scalability out of their magical products for the best price. Through generations of selective breeding, certain spells have been designed to fit inside an enclosed space as small as a piece of wood or ceramic tubing without food, water, or air for months on end before reaching a natural expiration date.

Staffs are functionally identical to wands, except they are enlarged to hold up to a half-dozen (or more!) spells at once.

How does one use a Magical Wand or Staff?

Wands and staffs need only be activated with the proper gesture or phrase in order to effect its magic. This may be done several times depending on the size and type of the product in question. Once the spell within has been fully discharged of its magic, the wand may be disposed of in any way that is safe and convenient for perishable goods.

Vendors are required by law to supply suitable activation instructions with every purchase. Do not attempt to open wands or staffs or activate opened ones. Check your local ordinances.

Are there any sources of Magic other than Spells or Spell-Based Products?

We understand that in this modern age there is a growing sense of conscientiousness surrounding the use of spells, stemming from ecological, ethical, and dietary concerns. For those whom it concerns, it may be pleasing to know that a group of researchers is hard at work inventing a synthetic form of magic for experimental use. But R&D is a slow process, and Big Egg has one hell⁴ of a wizard lobby. In the meantime, remember that all available spell-based products are guaranteed safe and sustainable.

This has all been very enlightening, but I want to learn more.

You're in luck! Chances are, you have a world-class education in spells just a stone's throw away from home. Every Pardnership-affiliated spell-ranch has an information and admissions office ready and waiting to receive you and all your questions, curiosities, or concerns. Take a guided tour of the ranch, join community outreach programs, or apply for preliminary screening interviews to become the spell-handler of your dreams.

You'll know you're in the right neck of the woods when you pass the statue of our beloved mascot, Blorpy the Excarnating Illiquation spell.

Have a good'un, 'zardner!


¹ Such as create gold. No known magical effect can as of yet spontaneously generate gold, nor convert another substance into gold. But the fine folks at R&D are hard at work, and thanks to their ceaseless self-sacrifice and the hard work of their communities, a breakthrough could come any day now! The cost will be worth it. Literally.

² Lifelong for the spell, that is. The average life expectancy of a spell is 6-8 months, depending on species. Particularly long-lived specimens can exceed 2 years. Parents are advised not to get spells as children's pets.

³ Made from only the most high quality spell stomach lining using state-of-the-art rendering and polymerization techniques.

⁴ Literally. Since they successfully bred the Infernal Gulper (binomial name pending), portals to the underworld have been opening left and right. Watch your step, pilgrim!

Wednesday, April 24, 2024

Dungeons & Diablos: Past and Present Attempts to Port a Foundational Action-RPG Series to Tabletop

Dungeon crawling had existed in some form, traditional or digital, for a solid 20 years before the release of the first Diablo title for PC in 1997. It was a tried-and-true formula of exploring dank halls, killing increasingly deadly excuse villains, and acquiring loot and ever-greater power for your character. Sometimes you perma-died when you inevitably got unlucky, sometimes there was a save file or a cleric sitting at the table with you; the differences between crawlers were typically tangential to that core gameplay loop. When Diablo released, it changed none of those steps, yet still managed to transform the dungeon crawl genre of video games forever.

Functionally, there is no difference between what you're doing in Diablo and what you're doing in Angband, rogue, or The Keep on the Borderlands. Diablo differed in how it presented and delivered that dungeon crawling experience using procedurally-generated dungeon floors and items, enthusiastically shlocky, gothic fantasy visuals, fast and relentless real-time gameplay (for its time at least), and sound design calibrated to make your brain light up with good job happy time chemicals like a Skinner Box rat whenever a treasure chest opens or loot pops out of a boss's corpse.

When Diablo II released three years later, it took that formula and honed it almost to perfection. It gave you more monsters to kill, more characters and powers to kill them with, and more loot to get for killing them, all while crafting a story and a world that were pretty decent, even beyond their primary function, which was to exist in service of the gameplay loop. They were big hits, and they helped cement the long-ago tarnished pedigree of Blizzard Entertainment, who acquired the original developer Condor and renamed it Blizzard North shortly after Diablo I released.

You can learn more about the series as a whole from this very good and extremely long retrospective Noah Cladwell-Gervais released a few weeks ago, if you're interested. I've been playing it on loop for inspiration as I work on this. But that's enough parroting better writers than me for the moment. I'm here to talk about the interaction between Diablo and the medium of TTRPGs.

Video games and their tabletop predecessors have always been in conversation with one another, each influencing the other over the decades in ways that are often far more subtle and long-lasting than the uproar about D&D 4E being "MMO-like" that one time. So it's little surprise that eventually, somebody wanted to port the Diablo flavor of dungeon crawling back to the genre's birthplace in Dungeons & Dragons.

It's also unsurprising that no one has yet pinned down how exactly to do that.

Stuffed almost entirely into the year 2000, WotC and Blizzard got together to take several shots at a Diablo tabletop game, each slightly different from the last. They are weird artifacts of that liminal twilight era of AD&D 2E, sandwiched between the acquisition of TSR by WotC and the emergence of D&D 3E.

Dungeons & Dragons Adventure Game: Diablo II Edition: Fast-Play Game: The Bloodstone Tomb (Early 2000? Publication Date Claims 1999)

A mouthful of a title for a pretty small game, written by Jeff Grubb and Bill Slavicsek. This fast-play booklet is 16 pages long, including cover material. It was apparently packaged with certain copies of Diablo II the computer game on release, and served as an introduction to tabletop gaming for newcomers using Diablo as the hook.

The D&D "Adventure Game" is something that has popped up several times throughout history. Normally it is a very simplified version of the game rules packaged together with some dice and token or map pieces in a little boxed set, similar to the Starter Sets and Essentials kits of later years. AD&D2E got one, as did 3E- the latter with its orange box and several of the iconics flanked by a red dragon on the front was my first ever experience with D&D.

The Bloodstone Tomb is not that, however. It's a one-shot module that uses an even more simplified system, to the point that it mechanically does not resemble D&D. You don't even use polyhedral dice outside of the ordinary d6. The attack mechanic is 3d6 roll-above your character's to-hit stat, for example.

You can play 4 different premade characters for Bloodstone Tomb; Amazon, Barbarian, Paladin, or Sorceress. Sorry, Necromancer. You didn't make the cut. Each character comes on a card that has set ability scores, Life and Mana displayed in little bubbles that you can individually cross out, short descriptions and lists of equipment, and 1 or 2 skills inspired by the computer game. Barbarian can Bash for triple damage for 1 mana for example, or the Paladin can Pray to heal d6 damage from anyone.

The adventure itself is very basic: your party discovers the wreckage of a merchant caravan in the wilderness and follows the curiously bodiless blood trail to a nearby dungeon in the hills. There you fight bloodhawks and fallen ones to rescue the survivors from sacrifice. Six rooms later, you're left at a cliffhanger where you can journey down the stairs into pitch blackness and an unknown fate.

It's quick, simple, reasonably Diablo'y in tone, and easy to tackle for a couple of kids who got their parents to buy them an M-rated game. It actually plays a lot like a simulation of a "cellar dungeon" from newer Diablo titles. But it's not really enough to play a full game with. For that you need the full version of the Adventure Game, which is conveniently advertised on the back cover.

Dungeons & Dragons Adventure Game: Diablo II Edition (May 2000?)

The full version of the game introduced in the Fast-Play, that isn't really similar to the fast-play at all. Which strikes me as odd, because this version was also designed primarily by Grubb and Slavicsek.

This boxed set contains a full set of traditional D&D dice, a rule book, quest book, monster book, several dozen tile-based terrain pieces to arrange for your own dungeons, monster tokens, character sheets (including the Necromancer this time!), and a DM screen. It is much closer to a D&D Adventure Game this time around, both in contents and mechanics.

Diablo II Edition still uses pre-made character cards, but they look more like traditional character sheets this time. They track level and experience, THAC0, armor class, simplified all-in-one saving throws, movement rate (in squares), and magic item slots. They retain all of their Diablo-themed parts too, such as Life and Mana, skills, and somewhat curiously for a D&D spinoff, a grid-based inventory a la the computer game's backpack.

Characters have more than 1 or 2 skills this time. They start off with their choice of only one, but every level-up they may check off a new ability to use, up to a total of 4 out of the available 5 each. This is similar to how you acquire new skills in Diablo II, albeit without the cross-skill synergies or the option to add more points to a given skill to make it more powerful.

You also get a hit of loot randomization (and a reason for getting loot to begin with), which was absent in the fast-play. Whenever the random magic loot table roll results in a non-unique piece of equipment dropping (which is a solid 8-19 on a d20), you customize that item by rolling on a table for Prefixes, Suffixes, or both, which affect its stats and bonuses (or penalties). That hand ax might be an Iron Hand Ax of Quality that has a +1 to attack and damage, or that shield might be an especially unlucky Rusted Shield of the Vulture that decreases your AC by 1 and life by 1d4.

There are thousands of different combinations, which is a pretty good approximation of the dizzying numbers of items the computer game is rolling for behind the scenes every single second of play. The rate of loot acquisition might be slower than in the digital version of the game though, or else the session might slow to a crawl as your DM pores over the same couple of tables until their eyes bleed.

Other mechanics are far closer to D&D. You use a d20 for most things including attacks, ability checks, saving throws, etc. Weapons deal differing amounts of damage besides d6 for example, though they don't use variable damage vs Medium or Large-sized adversaries, which was en vogue in AD&D. You get better to-hit and saving throw ratings with each level-up, but life and mana are linear increases rather than random rolls or determined by ability scores.

The quests for Diablo II Edition are an odd mix of Diablo 1 and 2 themes and locations. The party starts in Khanduras, somewhere in the mountains close to the Citadel of the Sightless Eye, the headquarters of the Rogues sisterhood. This is almost identical to the beginning of Act I of Diablo II, except instead of being centered on the Rogue Encampment where Warriv's caravan is stopped, you find yourselves in the village of Waystruck. Here you are directed to most of your quests by the villagers and Delpha, a healer and seer of the sisterhood who is obviously a reskin of Akara from the video game.

What begins as a few disconnected quests clearing out dens of evil (but not the Den of Evil starter dungeon from the video game) soon gives way to larger plot: there is a powerful Overlord demon lurking in the pass, hunting down the infamous cleaver that once belonged to The Butcher boss beneath Tristram from Diablo I. If this demon, The Slayer, is allowed to take up the cleaver, he will gain all of its former wielder's power and in fact become the new Butcher.

That's a weird but kind of nifty bit of lore completely unique to this book, but it also just so happens to explain why The Butcher keeps on popping up in almost every single Diablo game to date: it's a title passed down among many demons alongside the weapon; a legacy character kind of like a big red cannibalistic Green Lantern.

Also notable is that starting here in the Adventure Game and going forward into all future Diablo books, you gain bonus experience points specifically for completing these quests, not just for killing things or stealing loot while doing stuff pursuant of completing the quests. It's a means of incentivizing satisfying narrative conclusions that video games had been using for decades, but which mainstream D&D was hesitant to try until it began experimenting with different kinds of progression starting in 4E.

The adventure is very oriented toward newbies to tabletop roleplaying, players and DMs both. It has ample sidebars explaining how to play NPCs, how to use the tables, and what to do if the party tries something unexpected- to the point that they have half a page dedicated to the contingency of one of the players panicking and murdering Delpha the second they meet because they think she's a ghost. 

Seriously.

All told, the Adventure Game is a novel and fairly even split between D&D and what you could expect to do with Diablo without automation. But it isn't a full game of either type, because the quests and progression track fizzle out at only 5th level. To have an entire campaign worth of content to hack and slash through, you'll need to buy the fuller full version of Diablo for D&D.

Advanced Dungeons & Dragons: Diablo II: The Awakening (Also May 2000?)

While writing this post I realized that what's going on here has a weird parallel with how early Basic and AD&D were envisioned by Gygax and some of the other folks at TSR: when you're finished with the simple game for babies, you're expected to "move up" and shell out for the bigger version of the game so you can play with the big boys. Except in Blizzard's case, it isn't being done to screw Dave Arneson out of his money.

The Awakening is designed with existing AD&D players in mind. There is far less space dedicated to teaching newcomers the basics of play, and more focused on if and when to use this product as a sourcebook that is in conversation with the rest of the edition. It even advises you on how to slot the challenges and character options of Diablo II into your group's existing campaign world, genericized into setting-agnostic chunks kind of like Greyhawk in D&D 3E.

Because of that concession—that this is a box of Diablo supplements for a diet consisting mostly of AD&D—the mechanical influences from the two games no longer have the same parity that they enjoyed in the Adventure Game version. It still tries to emulate the feel of Diablo, but it is AD&D first and foremost.

You can see this right away in the character classes, which are presented as kits for AD&D's base classes. Amazons, Barbarians, and Paladins are Fighters, while Sorcerers and Necromancers are specialist Mages.

There are no Druids or Assassins in The Awakening, which I think is the most lamentable part of the whole book. The introduction only references the story of Diablo II up to its incredibly rushed base game ending, with no mention of the events or added content from the Lord of Destruction expansion pack the Druid and Assassin are from. This is despite the expansion having been out for a good 6 months before this book released, suggesting to me that it was either finalized very early that year or that they just chose to omit them. Maybe they would have added them in a sequel book that never came to be.

A sidebar describes how regular Fighters and Thieves from AD&D can be slotted into the world fairly easily, although I don't know how well a Thief would do in the heavy combat emphasis of the game with no Diablo powers to draw upon like the above kits provide. None of the classes in the Priest group really exist in the Diablo setting, but you can force a Cleric to fit if you want to. The book makes this easier by putting some Paladin and Necromancer spells on the Priest list.

And I mean spells in the traditional, AD&D sense. Mana points and the abilities you spend them on are gone in The Awakening, replaced by a mix of nonmagical skills and good old Vancian spellcasting. Sorcerers and Necromancers use Mage spellcasting progression, while Amazons and Paladins progress as fast and as far as Bards with a small spell-list. What remained a skill and what got turned into a spell is a little arbitrary; Necromancers have Bone Armor as a skill for example, but Create Zombies is a spell. Barbarians are the only kit with no spellcasting ability at all, and bizarrely they can't specialize in weapons like Fighters or their video game counterparts, but they do get some nifty abilities like a self-heal, and a taunt ability that actually works half-decently.

Skills (and spellcasting progression, where applicable) are purchased using proficiency slots. Weapon or nonweapon proficiency slots can be used, depending on the skill in question. As was the case in the Adventure Game, skills are named after and inspired by the abilities you use in Diablo II. Each costs between 1 and 3 slots, meaning you can start with several at 1st level. It also makes Intelligence a really desirable ability score regardless of class, because bonus proficiency slots at 1st level are keyed off of Int. A Sorceress with even middling Int can probably grab 1 rank in every single skill on her list.

You can dump more than 1 rank into a skill if you want, as in the computer game. But rather than making the skill stronger, more ranks make the skill more likely to succeed: skills are activated using an ability check with an associated penalty, and every rank above 1st decreases that penalty by -1. Unless you use the optional rule to make it -3 per rank instead, because most classes only get 1 nonweapon proficiency every 3-4 levels, and spending it on such a tiny bonus to a single roll can feel pretty unrewarding in a game that is largely about pummeling you with rewards.

You can use more than 1 skill in a round, but typically can't use the same one more than once, and they often have internal cooldowns besides. Some of these are measured in rounds, others in hours, so you can't quite spam them like in the video game. Still, it gives martials a surprising number of Nice Things for AD&D.

The randomized loot tables are back and bigger than ever, spanning 9 pages and boasting over 1,000,000 combinatorial magic items (a word which the writers assure you does not mean "demon-summoning incantations"). The book throws some d40s and d60s at you in amidst the d20s and d100s, but it's nothing you have to use custom dice for.

The monster list is bigger too, over 100 total counting stronger palette swap versions of creatures, although each entry is truncated somewhat by taking a few stablock lines and making them universal for all monsters in the game.

I don't think they thought that one through, because this technically applies to everything including the completely ordinary wildlife of the world. It is slightly amusing though.

Also, one of the demon types is literally just named Balrog? And they printed that and used it in multiple games for years with no issues? I guess the Tolkien Estate was busy copyright hounding somebody else at the time.

At the end of the monster list, we are treated to a set of new mechanics that try to emulate the sometimes random and chaotic monster AI and pathfinding in the game: frontage, trains, and streams. If you've ever ran out of a packed Fallen den and heard their caterwauling and Rakanishu'ing coming up behind in spastic and random intervals, this is basically that, but reified into the game text.

Frontage is not a unique mechanic in and of itself so much as an acknowledgement that bottlenecking numerically superior enemy forces in a narrow area can be a good idea. Certain monster-dense rooms in Diablo I and II can be trivialized by standing in or next to the doorway and taking enemies on one at a time. Choosing to engage enemies in a constricted space with limited frontage can do the same, here.

Trains are what happens when a party engaged with monsters leaves the room and those monsters follow them out of the room. There is an 80% base chance that [total # ÷ 2d4 (round up)] monsters will start a train and pursue fleeing heroes, which can be bad if it's a serious retreat, or good if you're falling back to a place where you will have more advantageous frontage.

Streaming is when the monsters who didn't leave the initial room continue to send groups of reinforcements after the train, and have a 40% chance to start sending 1d4 monsters every 1d4 rounds. The force is greatly broken up and easier to manage in smaller chunks, but they become a constant, harrying problem if the group is trying to do anything other than stand its ground and grind demons into paste. Manipulating foes to train or stream into areas with limited frontage can greatly alter the dynamics of a battle in your favor.

Just watch out if anyone thinks to throw a fireball into that crowded hallway.

After all the lists of magic, items, and monsters, we are treated to a description of the main setting for the Awakening adventure...

Tristram.

Because despite this book being titled Diablo II, talking about the plot of Diablo II, and showcasing most of the classes from Diablo II, the actual plot of the campaign is lifted straight from the original Diablo. King Leoric has gone mad, evil festers in Tristram Cathedral, Griswold's still hammering away on his anvil, you can kill the Butcher again (again), and Adria is standing around pretending that she won't have world-shattering plot significance in a few years.

It's such a weird creative backtracking decision that tells me once again that this book's development was disjointed from the rest of Diablo II media. It was either finished way before the final game launched, faced some behind-the-scenes issues, or was consciously limited in the hopes of using the extra stuff in a sequel book that never panned out. I can't be that critical of the book alone for this, though. Diablo II the video game shipped barely finished, thanks to the legendary amount of rush and crunch its developers were put through.

As it stands, the book ends when you kill Diablo. The campaign conforms to the soulstone possession stuff from canon, but it doesn't include the Dark Wanderer as an NPC, nor does it ask any player to sacrifice their character to become the next vessel for plot significance. Instead a completely made-up fighter/thief adventurer named Qarak leaps into action to seize the soulstone just as Diablo is killed, having been hiding in the corner of his room next to his own dead party for who-knows-how-long using his invisibility armor. It somehow feels even more contrived than the next vessel being Aidan, the other son of King Leoric whom nobody namedropped or even acknowledged the existence of in Diablo I.

Weird and disappointing though it may be to me, hey, Diablo I is still a pretty good dungeon crawl to adapt to tabletop from a gameplay perspective. 16 levels of tombs, caves, and a section of Hell with a town and shop located conveniently on the surface is exactly like many classic roguelike games. The Awakening also adds Shrines throughout the levels, which grant buffs (or debuffs) to help keep the party in a flow state of dungeon delving and loot-selling for several sessions before they either hunt down Diablo or die horribly.

Speaking of dying horribly, there's a roguelite rule for that.

Perhaps I was unfair to say The Awakening is more AD&D than Diablo, because it includes the most video games-ass optional rule I've ever seen printed in a tabletop book. Death is common, even likely for a Diablo protagonist, even when they have friends. In order to take some of the sting out of TPKs and keep to the game's spirit of jumping right back in where you left off until you cleave your way through that one part of the dungeon, an optional Save Game rule is offered.

If the DM lets the party save their game, they are to set their character sheets aside and not touch them for the entire session. All changes to their characters, items, actions, kills, etc. are instead recorded on copies of the Adventure Tracking Sheet included at the end of the book. If the party survives their excursion and makes it back to Tristram, they update their sheets and save their progress. If they all die, the tracking sheets are torn up and the party restarts from its last 'save point', so to speak.

As someone who knows how important narrative can be to the flow and enjoyment of D&D, I understand that this hard reset option might feel cheapening and silly. As someone who genuinely hates tabletop character death and dislikes the naked corpse run Diablo II saddles you with, I also love the option being there.

For folks who don't like making things easier, don't worry: The Awakening also carried over the difficulty modes from Diablo II.

You can play on normal from levels 1-10, or you can play on Nightmare (recommended for levels 11-15) by upgrading some or all monsters with +3 HD/AC/Damage/Damage Dice Per Ranged Attack. If that's not enough you can crank it up to Hell difficulty (ideally for levels 16-20) where it's a +6 to the above. And if you still want bigger and beefier monsters, throw a second layer of Hell on top of the unique bosses for a total of +9 to everything. Naturally, this cranks up both the XP and magic item rewards you earn.

I think The Awakening is about as complete a mechanical port of Diablo II as one could ask for, barring figuring out how to implement the Horadric Cube or runewords or something like that. It's rough in places and missing some pieces, like its parent games, but it gets pretty close to what it set out to do. If Blizzard had an opportunity to go back and update it, I feel like they could have nailed it.

Dungeons & Dragons: Diablo II: Diablerie (December, 2000 for sure this time)

Orrr they could decide to go the Diablo III route and give existing ideas and concepts a facelift without fundamentally altering or improving upon them.

A few months after Diablo II launched, so did D&D 3E. With it came the waves of 3rd party books that earlier incarnations of the Diablo RPG actually preceded, but which the latest book, Diablerie, released right alongside. I've rewritten this paragraph several times now because I can't quite figure out where in relation to the 3E Gold Rush Diablerie lies.

On one hand, there's some amount of care and craft put into emulating the video game on tabletop. Not to the extent that the Everquest RPG went hog-wild with its books, but definitely more than some other d20 adaptations. But on the other hand, most of that craft is preexisting material adapted from the 2E and Adventure Game books, with relatively few genuinely new additions introduced for 3E. Does that make Diablo 3E a bit of a cash-grab? I'm not sure.

Diablerie (which is a pretty fun alternative to just saying 'devilry') is first and foremost an edition update of everything important that was in The Awakening. The 5 base classes are carried over (still no Assassin or Druid), their powers are a mix of spellcasting and mana-less active skills (renamed magic abilities so they don't cause confusion with 3E's skill system), and magic item tables were ported over virtually untouched, d60s and all.

Nightmare and Hell difficulties still exist- albeit here they're just a suggestion to beef up the monster list for a room with tougher creatures appropriate to the party's CR, rather than increasing existing enemies' stats by a prescribed amount. Which feels like a needless change that introduces more work for the DM. It's also a wasted opportunity to take advantage of one of the edition's new mechanics, because 3E was the age of monster templates and that's essentially what The Awakening's difficulty adjusters were.

The most meaningful gameplay change from AD&D to 3E in my opinion is the shift of abilities from nonweapon proficiency slots to level-gated class features. The Amazon, Barbarian, and Paladin get 6 tiers of abilities to choose from, virtually all of which require a full-round action to use, unlike previously. Each tier is a list of 4-5 abilities, of which you may only ever choose 3 before moving on to the next tier. Some abilities have prerequisites from earlier groups, so you're encouraged to map your character build out well in advance.

This bit of metagame is very true to the experience of playing Diablo II, where most practical builds for high-level play ignore huge swaths of character abilities in favor of a very specific path to power. They have to be this rigid because you have only 1 character respec available per playthrough, so no points can be wasted. You have even less recourse here in tabletop where there is no retraining option for characters, barring table fiat of course.

Necromancers and Sorcerers get only a few passive "mastery" type class features this time around, with the overwhelming majority of their power coming from spellcasting. Remarkably, that spellcasting has been significantly reined in compared to their AD&D counterparts; they only advance to 6th level spells, putting them more on par with the Amazons and Paladins of The Awakening, or Bards in core 3E. Those spells are still big and flashy and can deal a lot of damage, but the lack of 7th-to-9th level spells coupled with the naturally narrower spell lists available to Necromancers and Sorcerers means that there's much less of a power level gap between them and the martial classes than normal for a 3E game.

Another step toward fidelity to the game that I am far less thrilled about is equipment durability. Technically speaking, durability is already a thing in 3E if you really want it to be; most items and materials have hardness and hit points listed somewhere, and sunder experts are just a few feats away from ruining the group's wallets. But those are a collection of overlapping rules that don't have a lot of attention paid to them, normally.

Durability in Diablo is a whole bespoke system, meanwhile. Instead of having to be targeted by sunder attempts or certain AoE damage, you are constantly checking for equipment damage just by playing the game. Weapons degrade by 1 point for every 2 damage you deal above their hardness, while receiving a damage-dealing attack causes a random piece of your armor on a d20 roll to suffer damage at the same ratio. At 1/2 durability weapons and armor suffer -1 to damage or AC respectively, -3 at 1/4th, and they're completely destroyed at 0. Yes, items get 3x the usual hit points than in core D&D, and anyone with the Craft skill can attempt repairs during downtime, but it still strikes me as a time-consuming busywork mechanic, even more than it is in the base game since you can't automate it while conducting combat.

At least they recognized how annoying running out of Stamina in Diablo II is, and made the Fatigue rule optional. It's the exact same thing as the core game condition, except it prompts you to check for more things than the specific causes of fatigue in core, and it can be cured with 10 minutes of rest instead of 8 hours, or by chugging one of the many stamina potions you're likely to come across. But at the same time, this rule being optional highlights the artificial inconvenience of durability.

As I see it, the reason stamina and durability exist in video game Diablo (and plenty of other games) is to act as a resource sink or time-waster to slow progress and therefore extend the game's playtime and make it seem bigger and implicitly better. Kind of a "ludo-monetary" continuation of the logic that you need to do whatever you can to keep people standing at the arcade cabinet for as long as possible. This is opposed to situations where those mechanics are meant to act in service of value, tone, or realism. There absolutely are games that do accomplish that with the mechanics, but the Diablo series isn't one of them in my opinion.

Diablerie ends with another short adventure, Morgen Keep. It's very short, consisting of only 3 dungeon levels, putting it closer to the Fast-Play's bloodhawk lair in scope than the Waystruck campaign or the Tristram delve. But the two underground areas are dense and looping and full of dead ends, which feels just like a bite-sized Diablo II dungeon. The adventure ends with the party facing the demon Crushskull, who is guarding the magical Siegehammer, an anti-undead and -demon heirloom of the family that once owned Morgen Keep. He was watching it until more powerful demons could come to destroy it. It's the perfect gift for your group's aspiring Barbarian or Paladin, or alternatively a quest item to spin a greater plot out of- the rest is up to you.

Dungeons & Dragons: Diablo II: To Hell and Back (March, 2001)

It wasn't until the following year that we would finally get a full Diablo II D&D campaign that finally addresses the plot of Diablo II. To Hell and Back makes that long-overdue delivery. It also completes a pretty nifty split cover art piece with Diablerie that I didn't notice until I was writing this post.

To Hell and Back follows the base storyline of Diablo II almost perfectly beat-for-beat, so I won't go over each of the acts in detail. What I find more interesting is the ways the book tries to emulate the video gamey feel of playing through that campaign, by implementing a few mechanics that were absent in earlier books.

To start, respawns. Respawning monsters are a staple of farming in Diablo, and they've finally been added to the rules. Now no matter how many times you run through a particular area, it will never be demon-free for very long. Once a week as long as there are surviving stragglers, or once the party is wiped out, all zones in a region respawn their monsters. Which implies that the campaign world is meant to persist beyond a single group, and that this edition declined to carry over the Save Game rule.

Next up, waypoints. Those iconic stone circles with gently glowing blue lights that teleport you from major location to location within the same act made their debut in Diablo II. They are very handy for getting back to and then back from town without using up your supply of town portal scrolls. They also act as useful landmarks and points of reference to look for within the semi-random wilderness regions.

In previous books, scrolls and higher-level spells existed to bring you back to town, but the waypoint network was absent until now. Their presence can greatly reduce or eliminate travel time between completed areas, which as far as Diablo is concerned is empty downtime. They make it so the utilities of town are never far out of reach, but more importantly get you back into the action faster once you're done with them, giving more time over to dungeon delving or hunting through the overland maps for a new secret, unique enemy, or next waypoint to discover.

Those maps are also randomized this time around, or at least can be. The book gives very specific instructions on how to do this: get a pad of 8 1/2-inch x 11-inch graph paper with 4 squares per inch, then subdivide an 8x10 area into 2-inch square zones to populate with monsters and other random map features, with each square equaling 10' in-game. Make the map edges jagged, add impassable terrain like cliffs, trees, and insurmountable waist-high fences in between zones, plop the waypoint down somewhere, and the region map is good to go.

I like the idea behind this, although the execution feels a little claustrophobic and mismatched with the game. At 10' per square and 4 squares per inch, the entirety of the Blood Moor is an area of only 320'x400', for example. Combining all the outdoors zones in Act I gets you less than 12 acres (that's 0.05 square kilometers for most of the rest of the world).

That's absolutely tiny by D&D standards; an Amazon with a longbow could loose an arrow from one edge of a region map at a target on the other side at only -8 to-hit, and an unencumbered character could use the run action to clear that same distance in about 4 rounds. The book explains this away by saying that Diablo's influence has created general overcast and haze over the land, greatly reducing visibility and making it so that each encounter zone remains somewhat self-contained and separated from one another (with the aid of all those hedges and walls they told you to add, of course).

Personally I think that sounds like the Kryptonite Fog justification from Superman 64; a system limitation that the designers tried to give plot excuse to. It might have been better to measure regions in larger increments than 10' squares, or instead to approach outdoors regions via hexes or just a simple pointcrawl. Because as it stands, the areas of expansive wilderness meant to encourage wandering and exploration just feel like slightly larger dungeon floors- which is another moment where I think video game emulation is a detriment here, because Diablo II's developers had wanted to create a larger, more open world before all the technical limitations and player legibility considerations came into play later on in the game's development.

Gripes about specific rules aside, this is the most full and complete Diablo tabletop experience we have ever had, for better and worse. As I mentioned earlier, it did not go as far in its simulation as the EverQuest RPG for d20. But it did do more to distinguish itself than other 3E products would.

I don't know the reasons why the product line was discontinued, but had it not been I could easily see a Lord of Destruction splatbook coming out to finish up the plot and round out the class roster.

But this is not the last Diablo tabletop game we will ever have.

Diablo: The Roleplaying Game (TBA)

Late last year, Blizzard announced that there are a Diablo RPG and board game in the works. It is being developed by Glass Cannon Unplugged, a studio that seems to have board game adaptations of video games as its whole shtick, if the Apex Legends, Dying Light, and Frostpunk titles in their catalogue are anything to go by.

I don't know how transferrable board game expertise is to a proper tabletop RPG, but I'm curious to see what exactly they wind up making. It's confirmed that the game will use its own proprietary system rather than using something else like d20 5E, but beyond that we really don't know much about it. Press releases have been sparse and pretty buzzwordy since Blizzcon.

Apparently there will be an emphasis on fast combat with large numbers of enemies, as well as some kind of inner struggle that suggests a corruption mechanic or karmameter that would be new to the universe, despite how prevalent demonic corruption is in the story. They also seem to want to push the story and setting in new directions, rather than following existing games- although the branding and art style we've seen thus far are extremely Diablo IV-inspired, including a prominent image of Lilith on the website.

What I'm most curious about is why they're making a TTRPG and a board game. Will they be designed to play similarly? Differently? Can they share assets like character minis? Will they go for some kind of weird integration between the games like D&D has done with the Battle System or Warriors of Krynn over the years? I guess we'll find out more when the RPG's crowdfunding campaign starts later this year- because of course Blizzard wouldn't front the money for a project when they can just make their customers pay extra for it instead.

Unenthused as I may read, I do hope they do something worthwhile with this return to tabletop. I want to see how they continue to emulate the video games, or alternatively how they might move beyond them in a new creative direction. I loved the WoW RPG more than it deserved back in the day, and I still seem to have that susceptibility now. I won't back it, and I don't participate in the predatory monetization schemes of recent Diablo titles, but I too am touched by that insidious corruption we call hype. How cynically appropriate for a series about fighting demons.

Just gimme a dang Druid class while you're at it, alright?

Monday, April 15, 2024

3E OdditE: Dvati (Dragon Compendium, 2005)

Click here to return to the OdditE archive.


It's May, 2000. School's almost out, Diablo II is a month away from release, and the internet saw its first recorded use of the UwU face just a few weeks ago. The company that owns that one card game recently acquired all of D&D, there's a 3rd edition due later this year, and you aren't sure how it's all gonna work out.

Issue #271 of Dragon magazine slaps across your desk, and you set about perusing it. There's another rad piece of Mark Zug art on the cover, immediately followed by a two-page spread advertising that game Arcanum: Of Steamworks & Magick Obscura, which you're pretty sure is going to be even bigger than Baldur's Gate and Fallout combined. Then you get to the table of contents, decide you aren't really into all the puzzles and riddles the issue is centered on, and flip to the winners of the "Beastly Research" fan monster contest for AD&D 2E.

Talon Dunning (a heck of a name) of Atlanta, Georgia submitted not one creature, but two-in-one, or perhaps two-in-one-in-two: the Dvati people, who exist as pairs of twin bodies sharing a single, mighty soul. Dvati is both the name of the species, and each pair of twins: there is no singular pronoun in their language, because a Dvati pair is so indivisible. (Dva means 'two' in several West- and South-Slavic languages, as well as some others I probably missed in my research.)

In combat, Dvati are ambidextrous flanking experts who work in tandem with their twins in all things and have a weird befuddling echo-shout debuff ability. But they are rarely violent, preferring artistic and philosophical lives that complement their gentle and curious natures. Their slight and slightly alien appearances, particularly the solid-color blue eyes, are off-putting to many outsiders, but this doesn't dampen their friendly and outgoing demeanors.

It's a super interesting concept, but you don't have much to work with outside of the monster writeup, and eventually you move on to another Ed Greenwood update on whatever the hell Volothamp Geddarm is up to.

Fast forward to 2005. The world is, uh... different, but still recognizable in broad strokes, much like 3.5 Edition, which is going stupidly strong at the moment. They just released the Dragon Compendium showcasing a greatest hits list of its content from the past few years, plus some originals. A Todd Lockwood piece greets you this time, followed quickly by lists of races, classes, feats, and so many monsters and magic items.

In and amid this buttergoosetable of options, a familiar name catches your eye, this time heading a whole player species writeup instead of a more modest monster statblock:


The Dvati

The Dvati are among the few Dragon creations that got a 3E update, and the differences in the rules for how to play each are night-and-day, like many aspects of the two editions. The 3E version of the species also has so many fiddly bits that it's about as mechanically complex as some character classes, hence my interest in it as an OdditE.

The core concept of the species remained the same between editions: each Dvati is a pair of twins said to share a single soul, highly coordinated but preferring to put that power to use in enlightened pursuits. Of course, given how geared toward adventure and violence D&D is, that's the aspect of them most focused upon in their mechanics.

Their lore is given more depth here than in #271. They are made less explicitly Planescape by scrubbing the bit about most of them living in the Outlands, but their society is given greater texture. They are master artisans and denizens of small and somewhat insular communities, who govern themselves through a mix of direct democracy and deliberative councils. Their religion is highly dualistic, and features the otherwise unattested god Thelmeth the Unifier.


Dvati player characters have the following traits:

Medium size, 30' movement speed, humanoid type, etc. Pretty default stuff. They speak Common as well as Dvati, which requires 2 speakers at once to complete a thought, one supplying information about objects and subjects while the other supplies information about verbs.

Darkvision 60'. The best you can usually get without also being saddled with sunlight sensitivity.

Twins: The potential power of playing two characters gets reined quickly and severely in by making them count as a single character in key ways.

They share a single XP track, skills, feats, abilities, and class levels, meaning you can't make one twin a fighter and the other a wizard or some other mix without going through the chore of multiclassing them both. Both twins have to concentrate together to cast a spell, but otherwise it seems they can take other actions independent of one another- that part's a bit vague.

*Shower Thoughts Edit* I didn't even consider the ramifications that two characters treated as one has for itemization. Since a Dvati is one PC in many ways, I assume this also includes character wealth. Spell effects can be shared but gear cannot, meaning that you have to divide your WBL between each twin; cloaks, headbands, weapons, and every other wearable magical item have to be bought in pairs or else one twin will lag far behind the curve. That means they'll be even worse off compared to two other random adventurers.

The twins share a powerful psychic bond that allows them to communicate and check up on one another's vitals via telepathy at any range, even across planes. On the same plane, they can locate each other this way like a sort of psychic compass. Personal-range spells, as well as mind-affecting effects, affect both twins at once regardless of their distance apart. Imagine being miles away from your twin and suddenly you start having really fuzzy feelings for a mage you've never ever met until the charm spell wears off.

The mental bond intimately links their physical lives together as well, for good and ill- mostly ill. Dvati divide their HP pool between themselves, though they do get 2x HP from their shared Con modifier. When one twin dies, the other rapidly sickens and wastes away from an incurable, stacking -1d4 Con and Wis and -1 to most rolls debuff, either until they die or the twin is resurrected.

Most half-Dvati commit voluntary ritual suicide first, because life without one's twin is so abhorrent in their culture.

Echo Attack: When flanking an enemy, a Dvati can use a Move action to combine their voices into a disorienting cacophony to grant them +1 to attacks or AC against that foe for 1 round, subject to a Will save vs the Dvati's Perform (Sing) check. This is far weaker than the AD&D version, which was -4 to the target's to-hit for as long as the Dvati maintain the effect.

Pair Link: Flanking together gives the Dvati a +3 to attacks instead of the normal +2, and the Aid Another action grants a +4 bonus to a check or AC instead of +2. This seems to replace the AD&D ability that grants all Dvati 1 rank in the Two-Weapon Fighting Style and +1 attack per round when using paired weapons. Kind of a precursor to Teamwork feats of the Pathfinder days.

Spell Conductor: One twin can shift a harmless touch spell from themself to the other for the rest of its duration with a Move action, or as part of the spellcasting action. This would actually be pretty good for transferring combat buffs or healing spells from the caster twin to their melee counterpart who's in the thick of it, if it wasn't for the shared class level rules making that kind of redundant except in very specific emergencies like stabilizing a dying twin at range with a cure minor wounds.

Favored Class: Bard. Their voice tricks and the nature of their psychic link make them very good at duets, among other things.

LA +1: Because 3E was just as unbalanced as AD&D, but occasionally made gestures toward the idea of balance. Those gestures normally took the form of punishing interesting and unique abilities, or anything with a Strength bonus and no crippling drawback. This, coupled with the liabilities created by the Twins ability, feels like it really punishes the player for wanting to realize a very cool and compelling idea for an adventuring duo.


And I don't want that cool factor to be lost amid all the nitpicking: psychically conjoined twins is a rad idea with tons of gameplay and roleplay potential that I don't think the rules sufficiently provide for.

To contrast with all of this, here are the original Dvati PC rules for 2E in full (excluding the echo attack and two-weapon bits mentioned above):

Player character dvati can be fighters (up to level 16), priests (13), wizards (16), thieves (12), or bards (15). They enjoy the following multiclass options: fighter/wizard, fighter/priest, fighter/thief, wizard/thief, or fighter/wizard/thief. Additionally, all dvati are paired twins, meaning players who choose to create dvati characters must create two characters.

That's it.

You just make and control a second character with the assumption that the group and DM to be okay with that, instead of trying to split a single character up into two in such a way that ultimately makes them both weaker than the sum of their parts. For once in my life AD&D 2E—redheaded stepchild of modern gaming and the OSR movement that it is—did it better and simpler on the first try.

I find it interesting (perhaps a little telling) that while most species with art get showcased doing something badass or posing in a compelling or menacing way, the Dvati artwork up above depicts one of the worst moments of heart-wrenching tragedy and defeat that their people can experience.

I wonder if the artist realized how set up for failure Dvati are.

Saturday, March 30, 2024

Blood, Smog & Steel

"Gooood evening, and a fine First Shift to all you hard workers out there~! This is your nightly news and weather forecast. Let's start the shift off with some good news: productivity continues to trend upward, meaning that we are well on our way to achieving that 2.5% quarterly increase we've all been hoping for! Give yourselves a pat on the back on your way in- but not before casting your ballots! Mr. Bartos' careful deliberation is over, and he has sent down his list of nominees for the role of replacement foreman. May the victor honor the memory of Foreman Solt, who was taken from us too soon by a tragic linotype accident. Our hearts go out to Mr. Solt's family, and above all to Mr. Bartos, who has soldiered on despite the loss of so dutiful an employee. In his boundless magnanimity, Mr. Bartos has elected not to fine Mr. Solt's next of kin for ruining an entire batch of molten antimony. Instead, he has given the workers of Floor C an opportunity to show their commitment and team spirit by garnishing their wages to cover the lost profits and opportunity cost of new hires. Moving on! You also have an exciting walk home to look forward to tonight thanks to ash storms and a richer than usual smog bank, so do be sure to rent a premium respirator and stop by the company store for a fresh filter on your way out. Mr. Bartos would hate to lose another one of his beloved ducklings. Until next broadcast, goodnight and good work to you all! Bartos Type Industries; In Service Of Excellence™ ."

— Nightly loudspeaker announcement, Bartos Manorfactory


"Why didn't Orbiq show up for his first shift? Line 12-I is starting to back up!"

"You didn't hear? Couriers picked him up. They found wood splinters on his clothes."

"Really? Damn it. He's dead for sure... who's gonna cover his shift on such short notice!?"

— Stockyard Banter, Tilatosh Manorfactory



It has been a little over eighty years since anyone saw the sun in this land that has come to be known as the Burgravate.

A few old shells are still around who saw it, or claim to have seen it, but they're a dying breed. The ones who are left tend to keep quiet about it whenever management is within earshot- and management is always close, either out in the open or lurking in the shadows cast by the all-enveloping smog clouds.

Some folks think things should be different, but good luck getting them to admit that to anyone. Team players don't talk dissent, and dissenters don't stay alive for long. Everyone else just does their best to keep their heads down and do their own time; your shift's gotta end sometime, right?


The Burgravate

The new name for a very old land (or was it many lands?) that were quite different up until a few centuries ago. But those names and histories have been lost, their peoples and cultures flattened. Now it's all Burgravate in every direction you look.

This place is a sprawling city-state forever basking in a starless night of its own creation. Towering edifices combining factory and aristocratic manor work around the clock to spew a thick layer of smog, soot, and other particulates over the city, fueled by the unceasing toil of its workers. It lies at the unbeating heart of a vast wasteland made of dust, toxic waste, and scar tissue.

As the smog expands, so too does the waste, and the borders of the Burgravate follow soon after, creeping along like a slate grey glacier.

At the helm of this noctoforming project is a tenuous alliance of vampires and their servants. Theirs is a tangled web of rivalries and intrigue, but nothing brings them together quite like keeping the commoners in check. They keep the living busy, fed, and dependent, and in exchange they rule their respective district-fiefdoms with leisured impunity.

Time is a vexing and slippery thing in the Burgravate. With no sun to measure the days with, there are no days. The standard unit of measure is a 24-hour night divided into three 8-hour Shifts. The only timekeeping devices are the horns and claxons of the factories.

You are not to know how much time is left; only when that time has come.


The Vampires

The twitchy, undulating ruling class of the Burgravate, forever watching from their grey-litten manor house windows or strolling the streets in clothes so bright and fine that not even the ubiquitous ash of this land can touch them. They'd be notable for how pale they are, if everyone else wasn't suffering grievous vitamin D deficiency. They are the ones who penned the first contract that so many humans consigned themselves and their descendants to darkness for. Nowadays they call themselves barons, dukes, overseers, executives, and a number of other self-given titles.

They are enthusiastically unsubtle bloodsuckers who long ago murdered subtext.

Vampires possess many superhuman traits, if comparing them to humans at all can be considered appropriate. They possess supernatural speed, strength, grace, and intelligence, as well as magnetic personalities fueled by a terrifying charisma that seems to ensorcell their targets. They have been known to verbally berate people to death for minor infractions.

They also have an unnerving ability to be... present. By some unknown means, they seem to see and hear most of what transpires within their districts. They may appear out of a darkened corner or the blind spots of human vision at any moment, giving them the appearance of omniscience and omnipotence. And as the sun vanishes from collective memory, they appear ever more invincible for it.

The cause of vampiric sunlight allergy is not known; not even to them. Plenty have theorized about a mundane or magical origin for it, but little has come of it. Some vampires are terrified by this great unknown; others don't give a damn why and just worry about finding solutions, and so devise ever greater ways to protect themselves from the Lurid Enemy while expanding their influence.

Where or how vampires are created is not known. All that is known is that a new one will be introduced to the city every few generations to found a new district, and then in short order they will be treated as if they had always been there. The most popular theory in the Burgravate is that the process takes place somewhere deep down beneath the Yawn, where neither light nor living reach.

Vampirism is considered by a few deeply haunted scholars to be somewhere in between a magical enchantment and a set of dramatic mutations. While most vampires externally resemble humans, their internal biology is radically different, more closely resembling that of certain winged arthropods. Whether they were originally human or just resemble them by design or coincidence is unclear.

Famous allergies and weaknesses like garlic, silver, and wooden stakes are complete fabrications. They are lies propagated by vampires generations ago, as part of a broader disinformation campaign against their enemies. They went so far as to outlaw and heavily police the above substances once they rose to power, in order to keep up the appearance that they are dangerous. More than one would-be vampire hunter has gone to great lengths and expended enormous resources obtaining such contraband from Brighter Parts, only to realize too late that they are woefully ineffective.

In truth, any sufficiently grievous bodily harm can kill a vampire. Dismemberment is good. Explosions are better. Direct exposure to the sun is a guarantee. Some theorize that you could starve one to death by denying them blood, but none has ever seen a vampire become so much as famished within the Burgravate.

Vampires don't technically drink blood; their gastrointestinal tracts are completely nonfunctional and vestigial, just like their lungs, pancreas, and reproductive organs. Instead, they siphon their victim's blood up through ducts in their fangs and filter it through a specialized organ at the base of the skull. The blood is then stored in soft tissues all across the vampire's body for gradual absorption.

Vampires are not known for their temperance. They will drain an entire body dry in a single sitting before they stop feeding, and many will go for seconds or thirds if they have them within reach. This feeding frenzy typically leaves the vampire grossly swollen and tick-like, but also sluggish and vulnerable to attack.

Recently fed vampires will sleep off a meal in as secure a location as possible. This often takes the form of an armored enclosure deep within their manor that can only be opened from the inside. Wishful thinking on the part of some human rebels has led to these chambers being dubbed "coffins", but in reality they bear little resemblance to the funerary boxes of old. They're closer to sumptuously decorated panic rooms.


The Burgrave

The ur-vampire, retired founder of the first smog factories, and enigmatic ruler of the Burgravate and all its constituent manors. They are said to 'live' in the kingliest of all estates deep beneath the surface, accessible via the bottom of the Yawn; a spiraling former pit-mine at the heart of the Burgravate. They are 'said' to live there because no one knows for sure. The Burgrave has never been seen by any living shell, and the vampires keep tight-lipped about them.

Their activities as ruler of the city are opaque but far-reaching and of grave consequence. Messengers said to represent the Burgrave occasionally bring orders up to the surface in pursuit of some unknown agenda. These 'Couriers' are a task force of dhampirs charged with enacting the Burgrave's will. The Couriers answer to no other vampire but the Burgrave themself, and have been known to act against dissenting lords and ladies with surprising prejudice.

The Burgrave is rumored to...

  • ... Possess powers beyond those of regular vampires, including but not limited to invisibility, flight, mindreading, precognition, animal magnetism, and long-distance exsanguination.
  • ... Be preparing for a major military expansion of the Burgravate in the near future, with the end-goal of world domination.
  • ... Be so swollen from constant feeding that they are confined to a single grand chamber in their palace deep below the Yawn, naked and luxuriant upon a pile of desiccated corpses like a dragon on its hoard.
  • ... Not exist at all. The illusion of an all-powerful, far-reaching ruler operating from the shadows serves the other vampires perfectly well, both to keep their mortal charges in check and to justify any actions they take on the world-stage. If this Burgrave Conspiracy is true then there is no central government in the Burgravate, and the Couriers are just independent mercenaries playing their part and acting in the interests of the current highest bidder.

The Yawn

A massive, spiraling gyre at the center of the city. It was once the first pit-mine of the Burgravate, where thousands of tons of coal were carved out by countless miners over the first few centuries. It once fed the fires that darkened the sky enough for the first vampires to walk cautious and veiled during the day. Now it lies dead and silent like a festering wound in the land's flesh, its veins of useful minerals exhausted.

Dead and silent doesn't mean empty, however. Quite the opposite. Processions of dhampirs wind up and down its corkscrew pathways at all hours, sending out orders and bringing back reports, shipments of goods, and the occasional condemned shell.

So sterile and picked-clean of old mining equipment is this place that it looks eerily beautiful, like a work of land art devised by some mind possessed by manic genius. Perhaps it is for this reason that the manorfactories directly abutting the Yawn are considered the nicest, most scenic of all districts. The living are discouraged from staring for too long, though. The Yawn can be... captivating.


The Manorfactories

Massive agglomerations of factory space, warehouses, and stockyards watched over by towering industrial-gothic monstrosities that house each district's vampire and their personal estate and staff. They are imposing, impenetrable, and an awful pun besides.

As the home of its resident vampire and the center of industry, each manorfactory is essentially the capital of its given district. They stand arranged in a near-perfect grid pattern stretching for hundreds of kilomiles in every direction, interrupted only by the largest natural features and landforms too stubborn to be flattened or hollowed out by labor.

Each manorfactory consumes massive amounts of fuel in deliberately inefficient furnaces that belch forth the smog that sustains the Burgravate's rulers. Most of this fuel is coal hewn from local mines, each an upstart little imitation of the venerable Yawn. But so long as it burns, the hungry furnaces aren't picky: there are no landfills and no graveyards in the Burgravate.

Manorfactories tend to be dedicated to a single industry that complements its neighbors. A large minority of manorfactories are concerned with the production of luxury goods that keep the resident vampires comfortable and conspicuous. Slightly more than that are dedicated to producing the tools, engines, food, and other necessities that keep the living side of the district more-or-less alive.

The remainder of manorfactories in the Burgravatethe majority-serve no other purpose than to produce smog and keep living people preoccupied with labor. Many workers don't even know what their jobs accomplish, if anything- just that they create a whole lot of sparks and loud noises, and that they're being graded for how many they make per shift.

Residential areas for the living are built directly into their respective workplaces in the form of repeating honeycomb dormitories- not that anyone living inside them would know what in the world a honeybee is. It isn't much of an exaggeration to say that most people can roll out of their bunk and onto the factory floor. Easier to control them that way.

The palatial building at each manorfactory's heart, often referred to as "the offices", towers over the rest of the district like a panopticon of spires and stained glass windows. Within each is an opulent labyrinth populated by teams of dhampirs, highly-paid and higher-strung service workers, and of course the resident vampire, who is boss and baron all rolled up into one taut evening suit.


The Dhampirs

A dhampir is a formerly living mortal who has undergone the voluntary process of being partially fed upon by a vampire in order to induce... changes. They are emphatically not half-vampires, nor are they considered to be descended from or "sired" by their respective vampire patron in any way. Vampires, it is known, are entirely incapable of reproducing (or wanting to).

Dhampirs were once living humans until they paid exorbitant fees and indentured themselves for several lifetimes of servitude to a single vampire in exchange for a chance at dhampir status. Most prospective dhampirs never get that far, and most who do end up dying anyway because of their benefactors' unquenchable appetites.

They exhibit several vampire-like qualities such as extended lifespan, physical durability, improved strength and reflexes, etc. Dhampirs need not (and cannot) feed on blood, but some of them are known to drink a glass of the ol' Fresh Red every now and then in emulation of their "betters", just to feel fancy. It is believed that they are also more resistant to the sun than their creators, but to what degree is unclear.

How much a vampire feeds on the dhampir-to-be determines how humanlike they remain. Just a little bite keeps them essentially human but enhanced; a moderate feeding creates something superhuman, gaunt, and severe; being all but drained leaves them monstrous, desiccated husks of their former selves, listless and sullen but able to perform tasks single-mindedly, like a supernatural lobotomy patient. Calling the latter group "ghouls" is strongly discouraged, and may constitute a hate crime in some districts.

Contrary to popular perception, dhampirs are not actually charmed or glamored toward their benefactors in any way; they really are just that yuppy and sycophantic. Real go-getters, you could say.

Dhampirs comprise the majority of each vampire's personal staff and assistants. They are crucial to the nightly operation of just about every system and industry in the Burgravate, acting as a sort of middle-management caste between their employers and the ashen masses below. They are also the only people entrusted with operating the Sableways.


The Sableways

A network of coal-fueled locomotives that crisscross the Burgravate and beyond, delivering goods and personnel wherever the vampires decree. Smaller railways service individual districts, which are connected together by a larger, strictly regulated national rail that extends all the way out to Brighter Parts beyond the Burgravate. The trains are crewed and serviced entirely by dhampirs; the living are not trusted with such things.

Every Sable engine and car is as overengineered as the manorfactories, making them downright malevolent to behold and disquieting to ride inside of. Ominous interior lights, constant howling, noxious smoke that vents out from strategically-placed exhaust pipes to create a billowing "mantle" of darkness, etc. Most living folks run the other way when they hear one screaming down the rails, for fear of being told to board for a destination unknown and best unfathomed.

Other than that, the Sableways are genuinely some of the best public transit in the world. Engineers in Brighter Parts are working to devise a more human-friendly adaptation of them.


The Living

Someone has to keep the wheels of industry turning for the vampires. Unfortunately for the residents of the Burgravate who yet live, it's them. The majority of the human population is kept as docile workers and an occasional food source by their vampiric employers. They avoid using the word "cattle", usually.

Groups are kept divided with almost no travel or contact between districts, except at carefully controlled checkpoints. These rifts between communities are fostered and deepened by vampire propaganda, which seeks to undermine any sense of unity they might develop. Common is the occurrence that a vampire announces how "those shiftless ne'er-do-wells on the other side of the fence" have ruined another shipment, forcing the district to work even harder to catch up.

Humans here are usually pale in complexion regardless of race or ethnic background, thanks to generations under the smog. Having a light coating of ash on them at all times adds to this effect of depressing uniformity. Despite this, many communities have been isolated from one another for so long that they now possess different cultures, practices, and dialects, insofar as they are allowed to exercise them.

Leading causes of death in the Burgravate are respiratory illness and workplace injury. Direct predation by the upper class is a highly visible cause of death, but statistically not even in the top 10; more die from scurvy alone. Most deaths by vampires are judicial sentences carried out on lawbreakers, but failed dhampir transformation constitutes a sizeable (and growing) minority.

Clothing manufactured for use by the living tends to be drab, utilitarian, and concealing. Ornamentation is likely to get confiscated or caught in a machine. Therefore, personalization of masks and respirators is a common, if limited, means of self-expression. Most districts consider someone not to be dressed if they don't have a mask on hand.

Children have it rough. Average height is slowly decreasing with each generation, and rickets is common. Many parents feel bad bringing them into the world and workforce, but that is another dimension of life that is not up to the living to decide on. Well, technically it's a choice, but few people decline for the same reason they don't decline a second shift of unpaid overtime: you're better off seen as a team player.


The Resistance, As It Were

Despite what the local human resources office might tell you about employee satisfaction and productivity, not everyone has been ground down into compliance by the vampires. There are those who realize (or have been made to realize) that there is an alternative. There is another choicealbeit an equally painful one—that they can make instead: fight.

Some are true believers in the occultated sun, who want to see the land restored to the way it was before cruel avarice poisoned everything. Others consider it a fairytale, but don't care one way or another; they see a bad situation, and want to make it less bad. Still others have more personal or short-term goals in mind; revenge, escape, sheer unmitigated boredom, etc. All camps differ in their ends, but are united by the means: killing vampires. Or trying to, at any rate.

Rebels operate in small cells scattered across the outskirts of manorfactories. Their movement is nascent and vulnerable to being snuffed out early, so they chiefly concern themselves with staying alive and undetected while pursuing modest goals. Their activities include stockpiling supplies, minor acts of sabotage at strategic locations, and many discreet forms of passive resistance.

Perhaps their most important goal of all is fostering moments of fleeting communication and cooperation between people of different districts; a sort of living class solidarity.

Just getting people from one district to see one from another as equal is a daunting task by itself: all their lives, both have been raised to believe that any benefit enjoyed by the other is a detriment to themself, and that only one's own vampire is in any position to better them. That has to change before anything else can be accomplished. Even if by some miracle a single district liberated itself tonight, it would be their living, breathing neighbors who'd be sent in to break them with a ferocity born of desperate self-preservation.

It is the rebels' hope that someday they can unite the districts in a general uprising against their masters with the intent to overthrow the Burgrave and shut down the smog factories. It's a dim hope, but not as dim as the sun.

Perhaps it could be managed with support from sympathetic parties in Brighter Parts...


Brighter Parts

Simply put, Brighter Parts are the rest of the world beyond the Burgravate, where the sun is rumored to still shine. Officially, the sun is a spurious myth propagated by criminals, anarchists, and disgruntled employees- all of which are synonymous with one another. But the vampires are still a few mortal generations away from hammering that belief in as "fact". Until that time, workers are kept as ignorant of the outside world as possible, and incidentally the converse is true as well.

Parts closer to the Burgravate are none too happy to catch some of its pollution whenever the wind changes- nor are they eager to see the smoggy domain encroach on them bit by bit as new contracts are negotiated. But the vampires have excellent PR, and their manufacturing exports are important to the regional economy, so political will to do anything about it is low for the moment.

The only way to reach Brighter Parts is by crossing the miles of blighted, trackless wasteland surrounding the Burgravate. The fastest way to do this is by taking a Sableway, but to do so you'd either have to get the OK of the vampires, or enact a daring hijacking. You could also try hoofing it across the lightless wastes, but there is a multitude of starving, toothy reasons why the fences around the outermost districts are designed to keep things out as well as in.