Reminder: the players (usually) need to see
Last post, I rambled at length about how the players need light to play. That isn't required reading but it is helpful context.
So I showed this idea to my player / GM / buddy (I'll call him Mike, because that's his name) and he thought it was a bit cool but also a total waste of time because, in 5e, the light cantrip and darkvision make torches pointless.
Why does light in 5e matter to my GLOG hack? I haven't convinced my players to switch over... yet. But they trust me to create new procedures and house rules for my 5e game, especially where the system is lacking. Cough dungeon procedures cough.
I realized 5e wants the same thing I want. That is, the players are only ever trapped in the pitch dark under special circumstances. The designers achieve this by giving almost everyone the light cantrip or darkvision and almost never mentioning light again.
So I have revised my facetious d6 table:
d6 reasons the players can see in the dark well enough to play
1 light cantrip
2 darkvision
3 ceiling enchanted to show the night's sky
4 veins of glow-in-the-dark ore running through the dungeon
5 bioluminescent moss growing in the dungeon
6 faint ambient light from somewhere deeper in the dungeon
You have been visited by the glowing jellyfish of being able to see where you are fucking going. Repost or it will sting you. |
Solving problems with problems
Problem 1. Players need info to play and they need light so I can give them info. Therefore, I don't want the tension of running out of torches to come from the sucky play experience of being stranded in the dark.
Problem 1.5. Just handwaving away darkness feels lazy.
Problem 2. The light cantrip and darkvision trivialize the need for light in 5e.
Problem 2.5. The only meaningful light rules in 5e encourage the GM to hide information from the players. In dim light they get a penalty to perception. That is bad. See problem 1.
Problem 2.9. I absolutely cannot be bothered to track the fact that torches (or the light cantrip, or whatever) cast bright light for 30 feet and then dim light for another 10 feet. That is fiddly and bad. See problem 1.
Problem 3. It needs to still be tense to run out of torches.
(1) is solved by (2). We don't even have to hand wave anymore -- almost everyone will either have the light cantrip or darkvision or both. Those that don't can carry a bag of adventuring candles (0 inventory slots, burn so slow they effectively last forever).
(2) is a little trickier but we can side step it. I don't care that the players have disadvantage on perception checks in dim light because I am not going to ask them to roll perception checks. They just get all the info they need.
For the same reason, I don't care how far out their bright light goes before turning into dim light. Effectively, their light illuminates the room they're in. (As always, dramatic exceptions may apply.)
Think about how much information the players need. They need more than that, way more than that. |
(3). Is solved by having dungeon procedures. In this case, by porting the light-as-random-encounter-chance procedures from my GLOG hack into my 5e game. To make that work, we need just 1 house rule.
Minimal light (from the cantrip, darkvision, candles, etc) sucks.
Torch light (torches duh, lanterns, bonfire, etc) is the good shit.
* If you don't mind the namespace collision with existing 5e jargon.
Here is a cool thing, it scales upwards and sideways.
Different kinds of light
Moonlight. As glow, triggers lycanthrope.
Ghost light. As glow, reveals otherwise-invisible incorporeal undead.
Light from the living stars. As moon, triggers eldritch mutations.
Sun light. As torch, blinds drow and kills vampires.
Octarine light. As torch, makes magic go wild.
The true light of heaven. As sun, harms demons and prevents falsehood.
Okay, great. You can see but the orcs are not scared of your candle. On the surprise round, the fang-toothed orc splits your head with his axe. What do you do? |
d8 more kinds of light that could have cool effects
1 mage light
2 light from hellfire / dragonfire / soulfire
3 pale light
4 octarine lite
5 the false light of heaven
6 null light
7 dwarven machine light
8 magical darkness
Hi bud! Glad to see you’re engaging. If you feel comfortable, the link to where some people talk about GLOG is the Discord link on Chris McDowall’s Bastionland blog. Upper right. http://www.bastionland.com
ReplyDeleteI find that light becomes a lot easier when you have a physical space to play in. Theater of the mind light is a tricky beast.
Good language post here: https://madqueenscourt.blogspot.com/2020/04/1d20-fantasy-languages.html
Enjoy!
Am I following your link right -- The bastionland discord rather than the osr one?
DeleteMy favorite solution is the Grue. A terrible monster that only attacks you in darkness. I think Arnold's version is the best.
ReplyDeletehttp://goblinpunch.blogspot.com/2016/05/undermen-grues-and-grue-coins.html
Thanks for that link. I hadn't seen it before and that is a really cool monster idea. They'd still be stuck in the dark after fighting one though, if they survived.
DeleteCool possible solution: d10 monsters that can show up as soon as the torch goes out... each with some way that they can be butchered into a new light source (again, if the players survive)