Monday, December 13, 2010

Snow Day!

The view from my office...

So, we're just going to go ahead and pretend that I've been updating like normal and not been a slack-ass for the past month and a half. Let's just dive right in, shall we? Winter has come at last to the Detroit Metro Area. It snowed like a bastard all day yesterday, this heavy slurry of rain and snow that was great for snowballing and clogging the shit out of my snowblower, but not so great for staying warm or dry or shoveling without having a heart attack. Like a fool, I did all my snow removal and de-icing the walks after only five hours of constant snow, and by the time it was dark it looked like I hadn't done a thing. It was goddamned Sisyphean. Not that I have it that that bad honestly, seeing as how Ragnarok has apparently arrived for Ross and Sam up in Minneapolis where the Æsir have become manifest and the Metrodome collapsed under the weight of all the snow.

Anyway, I awoke to a blasted, frozen hellscape winter wonderland this morning with about five inches of snow under an inch of ice and a temperature of about a million below zero. Making my car drivable was more akin to getting this guy out of his glacier than civilized snow removal. So of course, as I'm standing there hacking my way through all the ice that entombed the Saturn while the dog and cat both watch me smugly from my office window, my thoughts obviously turn to using weather in role-playing games.



Personally, I've never used weather much in games, but I love it when it's well implemented in the rules and handled by a proficient GM. Think about it. In your standard "adventure" game like D&D or Rifts or Pathfinder or what have you, how much time do you spend outside? Quite a bit I'd wager. Hell, even in urban games like Shadowrun you're still exposed to the elements, albeit for short amounts of time. Using weather as an obstacle, or to ratchet up the drama in a situation, is a great way to add extra depth to a game session. Especially, and you knew this was coming, if there are serious consequences.

Using weather in low-magic fantasy settings, or in any setting where the GM can separate the players from easy healing, can be just as deadly as a mob of Orcs. Exposure, boiling heat, bitter cold, limited visibility from snow, driving rain, or thick fog, all very dangerous to an unprepared adventuring party. With weather and environment, players have to adjust what they wear and carry. Wearing full plate in a burning desert is just asking for trouble, as is not wearing the right kind of gear in a howling, frozen wasteland. All of this takes players, all of whom sleep in their armor at all times no matter what they claim, out of their comfort zones and makes them take stock of what's going on around them in the game and how it affects their characters.

In our Harn game for example, every day we get a little weather report from GM Munin. Just something like "Cold, and drizzling with a stiff wind", and this little bit of info affects the way we play. Foggy tonight? Great weather for muggings and skulking about! Cold rain and gale-force wind? Fuck that noise, we'll go the the Hook and Capstan for some gambling or the Halean Temple for some drunken debauchery quiet contemplation. See, since Harn is a low-fantasy middle-ages setting with little to no magic and even less conventional medicine, even normal weather can be deadly. Whenever we are out in the elements for an extended period of time, especially if we're cold and wet, Munin has us make Body tests (we're using Shadowrun 3 for our rules). Fail the test, catch a cold...or worse. Of course, when you're sick there's all kinds of penalties to important rolls (essentially you receive a number of boxes of stun depending on how bad it is). There's a good possibility in our game, given bad luck and bad rolls, that one of our characters could die of exposure/illness/whatever due to the weather. I know some may balk at that, but I love it. It adds an extra level of immersion and, of course, of jeopardy.

Weather and environment are also a great way for GM's to herd guide players without making it feel like they're being railroaded. For example, if characters have booked passage aboard a ship (any ship will do, even spaceships, because there's always some kind of weather in every environment) and a nasty storm whips up and blows them off course. Here then is an opportunity for side adventures, or breaking out that new sourcebook you picked up, without making it too obvious.

So, go ahead and spring some weather on your players sometime. Stretch a little, add a little depth, and enjoy the gnashing of teeth and tearing of character sheets as your players die of heat stroke in a suit of full plate in the middle of a desert.

3 comments:

A.L. said...

I'm running an L5R game, set in an Imperial city for a home brew imperial vassal family. It just recently dawned on the Ronin that winter was coming, and he didn't have a warm place to stay over those months.

While, normally, I don't go nuts looking for ways to hurt/kill people with every little detail, in this instance it seems appropriate. He chose to be a ronin after all, and with the freedom from real responsibility comes the cost that no one is going to give you a free roof over your head.

Unknown said...

Hahahahaha, that's awesome. I'm not advocating wholesale player slaughter or death by a thousand cuts either, at least not this time. I mostly just like a little extra depth and complication.

A. Ringia said...

Jason - I don't know if you remember, but way back in the day an AD&D book was written on the weather and potential impacts (and some other outdoor stuff) called the Wilderness Survival Guide. I don't think that it ever got much press, but it was a pretty thorough book.
Having experienced some nice weather around the world, and some slogging through the water in high seas (remember Y2K in the gulf :) ), I think weather should definitely play a role in more games.
Not that I get to game anymore.
Sigh.