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| Ave Nox: Guaranteed to be a blast! |
INTRO
Most of my RPG-running career has led me far astray from system neutral modules. Not out of spite - rather, that so often the things I would play would be rife with modules pre-made and ready-to-roll for what I was playing. Even as I transitioned out of the D&D ecosystem and into indie titles like
The Electrum Archive, there were still plenty of introductory premade modules included with the various games I'd try out, or else they'd be packed with how-tos for making your own dungeon like literally half of the
His Majesty The Worm book or roughly 90% of
Down We Go. Over the last year as I've found myself trying out more systems and understanding the nuances of what each system is trying to tell you the kind of story it wants to tell based on the rules it has, I've found myself ending up with more and more modules that advertise themselves as system neutral and wanting to try them out - and that means trying to fit these modules with systems that will play well with them.
As a quick aside - my first time playing an adventure that bills itself as being for use with multiple systems was actually the three-part promo stream for
Duginthroat Divided - and what's interesting here is that while Daniel very clearly does put the "Designed For Use With
OSE" logo on there, the promo material indicates that it can be used with "other games" - which makes sense, right, because OSE is one of the many repackagings of pre-3e D&D, and so any other game that basically does that thing would make sense. I appreciate this kind of shorthand, because it'll tell you what it wants - even if you're not running OSE, it expects you to have those kinds of player principles in your mind: resources are limited, you should be looting as much as possible if you want to become stronger, and careful play and thoughtful problem solving will take the bite out of the harshest encounters because if you're rolling dice you've already messed up. This isn't just a vanity link - we'll come back to
Duginthroat in a little bit.
While some system neutral adventures may include a list of conversion/equivalence information to assist in translating jargon between systems or use generic terms for certain things (armor, etc), unless the module catches the eye of one of the few review channels out there that covers this stuff, it's unlikely that you'll be able to tell at a glance what you're getting into outside of some general stereotyping from what you can glean from the cover and the item description page. Likewise, while some systems (like Down We Go) may give you help in converting statblocks that are shaped a certain way into what that particular system demands, depending on exactly how many things are different from the base assumptions of the module you may end up having to rewrite massive portions of the adventure on the fly - not just in terms of difficulty, but also in terms of just making sure things like the economy of the system works the same way.
SIEZE THE NIGHT
And so we come to
Ave Nox, a 250-room megadungeon. I've been in the process of reading through this for a few projects I've got planned for this year (and also for fun - I think everything I've touched published by Feral Indie Studio has been excellent in terms of art & writing), but one of the interesting things is that since there's not a lot of coverage for it and the
lone one-shot of it up online runs it in
Down We Go, a system that does not use many of the basic mechanical assumptions written in the first two pages of the text (more on that in a minute) yet is still interesting to play in, I thought it would be useful to me and the few folks who have taken to asking Reddit over the years and gotten minimal response to see if we can parse out exactly what the dungeon wants you to do and what things will make that easier or harder to achieve.
Now We Have To Talk About Math, Unfortunately
Right off the bat, there's a glossary of terms that are used in the book as well as some inter-system translations. From this, we know that the basic listed assumption of the system is that you're using a game that treats rounds as 6 second intervals, you're using a d20 system that has the standard 6 D&D stats. Interestingly, there's a note about challenges, indicating that systems that want you to roll under a stat to succeed at a test can be used as is, but roll over systems should treat Easy challenges as something that succeed roughly 50% of the time, whereas impossible challenges only succeed 5% of the time - except that's ALSO kind of not true, because that's just the d% column - the d20 column lists an Average challenge as a DC15 versus an Impossible at DC30, and if you recall my
Mathematically Average Challenges post you'll know that in D&D 5e (which is what much of the terminology in here points towards) characters with average stats and no bonuses can only succeed a DC15 check 50% of the time once they're extremely high level (in the level 13-16 range) - a character has to have minmaxed to get a 20 in a stat to be able to be able to succeed a DC15 check at least 50% of the time (technically 55%). On the
other hand, a much more intentionally brutal game like
MÖRK BORG treats DC12 as its normal difficulty but in reality characters only hit that 40% of the time with average stats, meaning that DC15 to an average character only succeeds 30% of the time.
Why am I even talking about this kind of thing, especially since many non-D&D dungeon-crawling games care so little about numerical balance instead opting for more narrative balance/encouraging the OSR-style "the answer is not on your character sheet" kind of approach? It's because the farther away what your preferred system and what the module consider "average" challenges to be, the rougher of a time you may have - and not just in a "I'm willing to throw characters into the woodchipper until we finish playing" way, I mean in the "is the system you're choosing going to allow you to succeed" kind of way. It hurts my writer's soul to reduce genre into math, but being able to interpret what the game world considers "average" versus what your system of choice considers "average" is a great way to figure out what kind of fantasy those systems support. Modern D&D & its clones support a more heroic fantasy where the characters are superheroes, whereas MÖRK BORG and its cohort want you to feel doomed from the start - and both of those things are reinforced by how hard it is to get successes from your dice rolls. Ave Nox seems to be shooting for somewhere in the middle - something where success is achievable, but you're going to have to either take it slow or facetank your problems.
We are not done talking about math yet, I am afraid, because now we get to move onto...
Value, Hit Points & Trade Goods Explained By Someone Bad At Economics
So the NPCs in Ave Nox very much do not use money in a traditional sense - like, things still have coin values, but it's called out that this is very much a barter economy even among the other non-local factions in the area and that the coin values are mostly an abstraction to help you keep track of relative value of labor and goods. OK, this is cool, in theory I like this. The issue comes to when you're running a game like OSE that really wants you to care about loot, because it ties directly to how you level up. Putting the actual calculation of experience points aside from a moment (Ave Nox does not mention them, nor do I think it should), the literal scale of how money works in your system is something to keep in mind because what money can do for your character vastly incentivizes or de-incentivizes certain actions like "looting literally everything." This is where we return to by experience with Duginthroat - having come from later editions of D&D and then other rules light OSR-y games like Down We Go, I didn't realize that securing loot was the #1 way to advance your character until the last session we did - I was getting all kinds of cool story out of the session, but my poor little magic user was never gonna level up.
As a quick point of order, let's compare the values of a few things you can purchase in Ave Nox versus their equivalents in some games I've mentioned so far:
- In Down We Go, a weapon is 100 coins across the board, and all attacks do 1 HP of damage - one or two hits takes down chump enemies in that system. In MÖRK BORG, weapons range from 5-35 coins doing between d2 and d10 damage but mostly in the d4 or d6 range - meaning you'll need 3-5 hits to take out most chump enemies in that system. In OSE, weapons go from 10-150 coins, dealing between d4 and d10 damage, but mostly sticking in the d6-d8 range, putting it back in the 2ish hits to knock down a chump enemy range. Ave Nox doesn't list weapons for purchase, but many of the weapons held by chump enemies do between d4 and d6 and many have around 11HP - meaning that it could take 3-5 hits on average to take them down with their own regular weapons, and then based on the system you're running in those weapons could be worth somewhere in the 20-30 coin range in OSE, and about the same in MÖRK BORG. This means, at least in terms of potential violence from these examples, MÖRK BORG is most aligned with Ave Nox.
- All the games mentioned so far have purchasable light sources that function for various lengths of time. OSE gets you six Torches for 1 coin (1 hour each) & a lantern for 10 coins + oil for 2 coins (4 hours per use, oil flask has 4 uses). MÖRK BORG has torches for 2 coin (no listed duration, strangely) or oil lamp for 10 coin + oil for 5 coin (lasts 6 hours plus your Presence stat, so between 7 and 26? wild). Down We Go has candles for 10 coins (good for one room, which if we do conversions for exploration turns is probably...10 minutes?), three torches for 40 coin (3 rooms each, so 30 minutes each), and an oil lantern for 80 coin plus the oil flask for 100 coin (last 6 rooms, so an hour).
- Lastly, let's look at some non-magic loot. Down We Go says small loot is 3d6x10 coin, 3d6x50 for medium and 3d6x100 for big loot. OSE is wildly granular as is to be expected and mostly wants you to be finding magical, high value items, but jewelry is worth 3d6x100 coin which is interesting to line up with Down We Go. In Ave Nox, most loot items are either jewelry (usually lumped under "trinkets") at 50 coin, art items (small statues, paintings, etc) go in at 75 coin, and other bigger art pieces usually around 100-200. Ave Nox also includes payment amounts for labor in town - tending a furnace for a day gets you 5 coin or 10lbs of charcoal, tending to the greenhouse for a week gets you 40 coin or a dose of medicine. You can also sell remains that you find to one particular vendor for 100 coins each but uh...don't.
What I find particularly interesting here is that while a megadungeon might lead one to think that you're going to be constantly doing the grind/loot/repeat loop with Ave Nox, the supposition of this dungeon is that you will be much more likely to find lore as loot rather than actual saleable goods - and that means that games that treat loot as XP are going to be particularly difficult until later parts of the dungeon when magic items start to appear (and those are few and far between, even if they are very cool). Likewise, it means that some games are going to prioritize certain playstyles - for example, because of how cheap light is in OSE, players can go deeper into the dungeon before coming back - or at least won't have to prioritize managing light management as heavily as in Down We Go. The flip side of that is that Down We Go WANTS players to be coming back to town fairly often as coming back to town after clearing dungeons is how you level up in that game. And, of course, in 5e, everyone has darkvision so it doesn't matter anyway. Ave Nox is designed such that many of the major sections have their own themes and specific dangers to them - so having players come back to town fairly often isn't a bad thing by any means, but it DOES mean that in addition to the literal money economy, you also need to look at the game's economy of powers (i.e. does this game have spells that obviate certain hazards, and how many do you get per day) and what these characters can carry to resolve these conflicts.
Conflict Resolution
Briefly touched on in places above, the way that Ave Nox intends for you to interact with its game world means that paying attention to what systems are in place in the given game system you choose is important. Again back in that beginning two pages, we have explanations of the difficulty of various tasks, the kinds of stats it assumes you to have as well as the ways to avoid perils it assumes you to have. Looking through the adventure itself, it expects you to have a system that differentiates various levels of armor (for combat reasons), it expects you to have a system that has magic (though not necessarily leveled magic), a system that cares about specific effects of poisons and diseases, and a system that has methods for the creation of medicines. (Optionally, the ability to interact with ancient languages/history.) The bit about the medicines is particularly interesting: while there are certain effects that call out needing to be healed magically, there are exactly two sources of magical healing in the adventure: an NPC you might befriend, and some NPC spellcasters you definitely will not. Otherwise, there are many places to find healing herbs throughout the dungeon, and all the diseases explicitly say what kind of medicine cures them, but otherwise if you don't have any magical healing, your options are either 1. whatever kinds of potions your game system lets you buy, or 2. taking your character back to the healers in town and having them out of commission for weeks. Personally, I think this is fascinating - but on the other hand, I think it points out to the problem kind of endemic in modern D&D of the absolute abundance of magic that makes certain problems go away. "Oh, did you get this curse that says you can't heal? OK well I cast Remove Curse." "Oh, is there some kind of extraplanar creature that has been summoned causing trouble? OK, I cast Banish." I'm not saying this to be wholly negative - I find it legitimately interesting that the spellcasters in D&D have evolved such that they're supposed to just be the toolkit that solves every issue and the ramifications that has for system neutral adventures, but that's a chat for another day.
This being a dungeon crawler, there are expectations of solving issues via combat, disabling/avoiding hazards, and general skullduggery to avoid being noticed by inhabitants of the dungeon, which I would venture most or all games you'd think to pick up for this will offer you. This is, however, a dungeon that has an absurd number of factions packed into it and therefore all kinds of roleplay opportunities and/or places to use social skills if your game includes them (though there aren't any hard and fast rules about doing so in Ave Nox). Not only do you have the citizens of Shear (the town above the dungeon), you've got all of the merchants and mercenaries nearby that have their own interests, you've got several domains inside of the dungeon itself each with their own mini-bosses to go along with the big bad of it all, but you've also got an over-faction that affects the difficulty of the adventure itself and that does have procedures attached to it - the ghosts of the people who died in this place. Without getting too much into spoilers, you learn pretty quickly than having a good relationship with the spirits in the dungeon is a good thing to have - and sometimes a hard thing to maintain, as certain dungeon mishaps can result in angering the ghosts and resetting your progress. The procedure for tracking your reputation with the ghosts is the first thing that feels truly system neutral - and not just because it's a procedure that is written explicitly in the book, but rather because it tracks not so much what players are doing, but how they do it. It is somewhat explicitly a play culture checker - if your players are going to go full colonist and exploit the land and dungeon for ANYTHING that can be sold without respect to the people who lived there and if they help the shitty people who remain there continue to exploit the people who are left, then congratulations - they're going to get some more money, but their life is going to be much harder for it down there.
Perhaps a better way to say that, and a way that is inclusive of the other ways to solve problems that don't use dice rolls, is that Ave Nox rewards thoughtful play. Rushing into any situation will likely get you killed, or worse. Meddling with things without understanding them will likely get you killed. There are so, so many ways to just immediately accidentally die - but when you do, it will be your fault and the dungeon will tell you that. Did you choose to fight something when you could have talked it out? Did you walk into a place without checking it out first? Did you go poking around somewhere without protecting yourself? Again, these are all playstyle choices which may or may not be reinforced by the system in use - again, certain systems present options to simply ignore certain hazards which means that certain parts of the dungeon just turn off for you, which is fine, because that's still problem solving. But the less "get out of jail free" powers you have, the more the players will need to engage with the game world as it is written, both with and in spite of whichever system you use.
The tl;dr Conclusion
As with basically every post I make here, I think the conclusion is that understanding multiple systems rather than just "that one system you really like" is key to being able to enjoy playing games. By having an understanding of what games prioritize what kinds of play, you can look at a system neutral adventure, see what kinds of problems it wants solved and how it rewards you for solving them and then compare that to games you want to play. The more you understand the expectations of the module itself, the more you'll know what you have to do to make a given game function for it (and, importantly, how much time you're going to have to dedicate to a conversion for it).
In the case of Ave Nox, the systems I most want to try running it with (and their most glaring chafe points) are:
- Down We Go - doesn't have the correct number of stats, any thing to do with damage and/or defense will have to be recalculated, prioritizes short excursions due to light resources unless clever use is made of NPC merchants, may need to rebalance magic items.
- Cairn 2e - also doesn't have the right number of stats, damage will need to be rebalanced across the board. Otherwise probably ok? There are some items that interact with the world in a way that do not appear in Cairn but also like...it's fine maybe?
- The Electrum Archive - obviously the established lore doesn't really line up with this dungeon, but taking the basic rules and principles would be fine. Magic & general tech level present a concern.
- OSE - an obvious choice. As mentioned, character advancement will be roughly non-existent, but aside from that most things line up well. Would need to figure out a reasonable level to run this for, which means more MATH.
I've got a few more system neutral adventures I've grabbed over the last year or so that I'm excited to try to apply this methodology to to pick games I think will be most cohesive with them, but that's later on down the line. I've also got part 3 of the "In Praise of Print TTRPG Zines" post to get out here soon, but at the moment I'm in deep prep for running the
MAGFest Indie Tabletop Showcase next week so it's just gonna have to hold tight.
Thanks for reading.