Games - Default Behaviours - An Extrapolation
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DM Yourself, by Tom Scutt |
In the 80s & 90s I called the mechanic default actions to curb my players’ penchant for saying things like “but I always have my great sword/minigun/velociraptor readied,” and “the ship is always running silent/cloaked with gunners at their posts.”
In the 21st century I find it’s a good way to keep myself honest too. Read a little too far? Tempted to just 'guess' the book is cursed? There's a check for that. And a way to keep it in check as well.
For each character, the player may list a number of simple default behaviours equal to their INT and WIS bonus plus one per level. Each action should have the linked attribute listed beside it for checks.
The default behaviours must be in-character vis-à-vis any one of class, alignment, personality characteristics, background, and also related to skills, abilities, or what have you. If the character is a tabula rasa, then this is a way to force yourself (or if in a group, the other player) to define the character.
If the character doesn’t have bonuses in those attributes, the player can choose two attributes that do have bonuses. In which case, each default behaviour must be strongly connected to the attributes. e.g., The bard ALWAYS smiles and is genuinely friendly to everyone is linked to charisma. The barbarian tries to force every door or portal they see is linked to strength. Both tell us something about the characters and could also provide conflict in a solo player’s party.
In this way, I’m forcing myself to be honest after I stumble onto a detail. There are only so many things a character can do by default.
Clearly, at higher level play, this could result in a huge list of defaults. In which case, or even at the beginning of play, each point of attribute bonus, can become a condition.
The bard’s default action can thus become, unless threatened, the bard always smiles. The barbarian’s default action can transform to, once the room is determined to be safe, they force open any barrier.
A simpler one could be, a first level knight always has their main weapon readied when danger could be lurking nearby.
Example
Let’s take the knight’s example and assume any of the common d20 systems, variations, or OSR forks.
In a dungeon, the target number should be low. Let’s say 10 arbitrarily. The character should be aware that they're not in the safest place. In a market, where their guard might be somewhat more relaxed, that number will be higher. 15-20-25. In a peaceful monastery. 30-35-40. Taking a roll-in-the-hay? 45-50.
What statistic/attribute score did you tie the default to? Let’s say it’s the knight’s strength, brawn, or muscle on a 3d6 system and the character has a +2 bonus. That covers the always plus the condition.
The knight will have the sword ready or be able to ready it quickly enough by rolling higher than 10 on a d20 +2 for strength. It’s up to you if you want to add +1 for the character’s level. I think it makes sense.
At unconscionably epic (I'd be tempted to say Monty Haul) levels, even a knight rolling in the hay will have a chance - a chance I say - to snatch up their mighty weapon when the vampiric dragon blooded tiefling assassin attacks.
Play Example
Thus, have my characters loudly bumbled into dungeons, walked obliviously into ambushes, slain an information source, and walked past treasures and maguffins. Sometimes their foes have done likewise, though mooks I generally don't bother with. Only named bosses and significant hench.Bram Spicer, human male, Adept 2.
Bram was, for want of a better word, sold to a sketchy religious order by his elder brother after their father's untimely death as a stevedore. For years the indentured apprentice applied himself to learning and craft under the supposed monks but was never able to dedicate himself to the order's curiously ill-defined precepts, circular arguments, and multitudinously named divinity.
However, he did think the catacombs, tombs, traps, curses, and locked doors were particularly interesting. One thing led to another as he approached the end of his indenture and still had not discovered the truth behind the order. Ultimately, he shared his suspicions with the wrong person - a pretty girl - who drew him to share more and more. Until she ratted him out. Fleeing the city, he headed for frontier country, hoping to become lost and presumed dead.
Bram is a skilful character build with a side of magic and later arms. Str 11, Dex 14, Con 15, Int 17, Wis 17, Cha 13. In 1e Pathfinder the Int and Wis provide +3 each, so he could have six default actions for the bonuses and two more for the levels, or fewer default actions with conditions.
After getting to level two and experiencing some consternation about knowing too much, I set up one default action with conditions.
The following is tied to the character's attributes, skills, and background. In truth, I wasn't sure about all of his background. Just that he'd run away from a romantic situation, a cloister or religious order, and left a city for a rough frontier. After considering what the character was becoming, the background became part of the emergent narrative.
(1) When in a dungeon, Bram is conditioned to examine for signs of (2) structural hazards, (3) oozes, (4) aberrations, (5) changes in structure/construction/material.
That's five points. He rolls d20 against a target at +3 for the attribute and +2 for level.
The first adventures I played with Bram were "Hollow's Last Hope", "Crown of the Kobold King", "Revenge of the Kobold King", and hopefully before the end of this year "Hungry Are the Dead". I rather doubt I'll get there. Real life is rather more important and there is much requiring my attention.
I read all of Crown of the Kobold King before playing it through. I knew where the dangers were. Fortunately, at least regarding SRP, my memory is garbage even for my hobbies, so I didn't recall all the details during play. I did know there was a gelatinous cube somewhere in there.
However, I rolled a 7+5 = 12 versus an oracle defined target of 15 for Bram to be on the lookout for this sort of threat. The party of four nearly walked right into the monster. Because the default / automatic action / behaviour roll failed, the character's skill roll of dungeoneering was never checked. They could have met their doom because the nitwit didn't think to look.
Later on, the kobold ambush was predicted because the natural ledge the little guys were utilizing was a change in the structure. Bram rolled 22 versus 20 for a chance to engage his dungeoneering skill, then proceeded to succeed at the skill check.