Shields and Spears in Savage Worlds

I’ve finally decided to add some house rules to Savage Worlds.  Up until now I’ve been adding setting-specific stuff (various Edges, Races, and so forth), but I’ve been pretty careful not to override any of the core rules because I wanted to have a solid grasp on them before I tinkered.  One of the first pieces of advice the folks on the Savage Worlds forum give is resist the urge to tinker with stuff until you’ve played it enough to see how it works; there are a bunch of things that are slightly different in Savage Worlds than people are used to, and it’s not always clear to a new player how the pieces interact.

I think I’ve gotten beyond that now, and have a decent grasp of the system and philosophy, even if I can’t count myself as an expert, and there are a couple things that I don’t think Savage Worlds handles well even on its own terms.  Chief among these are its treatment of shields and spears.

In Savage Worlds, Shields grant +1-3 to the character’s Parry score (melee defense), but only to the front and right side of the character.  That’s intuitive enough, until you realize that it’s the only place in all the rules that facing matters.  In Savage Worlds there’s no bonus for attacking from behind or the side.  Even if you’re partially surrounded, while the attackers gain a Gang Up bonus (+1 for every attacker over 1, to a maximum of +4), no particular attacker has any extra advantage based on your facing.  In every other case, SW abstracts away facing.  It’s built on the assumption that combatants are naturally moving around, spinning, jockeying for position, even circling each other during combat and that turns are long enough (6 seconds) that there’s no one single way that you’re facing during the turn.  This is even mentioned explicitly in the rules that deal with firing into melee: you stand a chance of hitting a friendly character because even though they may be visibly just standing there in separate squares on the battle mat in the game-world they’re presumed to be moving around erratically.  Even bearing that in mind, it might be worth breaking the abstraction in cases where it’s really likely to matter, and to increase the tactical possibilities…except that every other weapon that grants a Parry bonus (such as Rapier or Spear) does so all around.  There’s no more reason that a fellow armed with a Rapier can defend himself better against attacks from the rear than someone with a Shield, but that’s how the rules have it.

So, first House Rule:

Shields apply their bonus regardless of facing, just like other weapons.  The Gang Up bonus is what represents being flanked or attacked in such a way that you cannot defend as effectively in all directions.

Spears in Savage Worlds are also a bit odd.  They are universally a Two-Handed weapon, that grants +1 Parry and Reach. Reach means they can attack foes up to 2 yards away (1″ game scale).  There’s nothing particularly wrong about that, but historically many if not most spears were 1-handed weapons used in conjunction with a shield.  I’m also not entirely sure why the +1 Parry, unless it’s just the extra length of the weapon making it harder to press home an attack.  Most settings, including pulp settings with primitive tribesmen, are going to need a 1-Handed version of a spear.  You could say that such a weapon has no extra Reach, while retaining the +1 Parry, but that doesn’t really match up with how they were regarded historically (and would ruin the Greek hoplite tactic of being able to have the second rank or even third rank of soldiers able to attack foes that close with the front of the phalanx). The Core Rules 2-Handed Spear is also capable of being thrown, which is silly.  Here’s a nice set of pictures of guys with spears and shields, including both one-handed and two-handed spears.

So, the second House Rule:

Spear (1-Handed) STR+d6  Weight 3  Cost 50  Reach 1  Range 3/6/12  ROF 1  Min STR d6

Spear (2-Handed) STR+d6 Weight 5 Cost 100 Reach 1, Parry +1, two hands, may not be thrown.

Sling Shield –   Weight 12  Cost 50  +2 Armor to ranged shots that hit, +1 Armor to non-ranged attacks if and only if fighting in phalanx (defenders to either side, attackers only on one side), can be slung from the shoulder so that it can be used in conjunction with 2-handed spears (as was the practice of Macedonian phalanx)

Finally, there’s the interaction of Reach weapons and Close Combat in Savage Worlds.  According to the rule “Withdrawing from Close Combat”, if you leave melee then adjacent characters get a free attack on you.  This is a pretty standard kind of “parting shot” rule to keep turn-based movement from having odd effects that allow a character to run up, attack, and run away while the defender just stands there helpless.  Unfortunately, while the rule is about “Withdrawing from Close Combat” technically the body of the rule refers to “leaving melee”–the rules lawyers have seized upon this to argue (successfully as far as the official interpretation) that if you have a Reach weapon and stop being adjacent you are still in melee and don’t attract a free attack.  But if you move more than the reach of your weapon away, then you have left melee, and even though you’re no longer adjacent, the opponent gets the free attack.  This results in people armed with spears, or worse, pikes, having more options about where they can move during a battle than anybody else.  This seems to run directly counter to spears and pikes in history and fiction, and promotes unusual tactics like having your double row of spear men close with the enemy (both rows getting their attacks in because of Reach) and then disengaging and stepping 2 yards back (nobody suffering a free attack, because the front row is still in Reach and the back row was never adjacent) so that if any of them have First Strike they get another set of attacks when the opponents close in again.  Clint, the official rules guy, says that yeah, they can do that, but they won’t be able to do it in battle twice, because who would close with them, so why worry?  Oh, I don’t know, maybe because the spear phalanx can serve as a screen for archers?

Anyway, before I start frothing about the kind of Talmudic pilpul that sometimes goes on around the Fast! Furious! Fun! rules of Savage Worlds, here’s my third house rule:

Withdrawing from Close Combat means withdrawing from Close Combat.  As soon as you are no longer adjacent to an unshaken opponent that you were fighting, the opponent gets a free attack even if you’re still within the reach of your own weapon.  You are counted as fighting an opponent (and not just dashing past) if either a) you make any kind of attack in passing so as to attract his attention, or b) the opponent is otherwise unengaged and not surprised.

The last bit is to cover whether you can run past an entire line of foes without any consequences just because it’s your initiative.  There are those who maintain that as long as you didn’t make a Fighting roll against one of the foes, you weren’t technically in combat with them, so you can charge through without any problem.  There are times, particularly for Pulp adventure, where that even makes sense.  Certainly if they’re busy fighting someone else, they may not have attention to spare.  On the other hand, if you were fighting them, no matter how many other foes they are engaged with, they always have time and attention to spare to get a free attack.  That’s because it’s part of the abstraction that you’re not accounting for every blow, and even though it may not be their initiative they’re not standing there like logs while you do whatever you wish.  So in my opinion, running a gauntlet of armed opponents is not something you should attempt unless they’re distracted.  If you want a good chance of trying this, try tricking them first, or wait for them to be fighting somebody else.  And don’t try to tell me that by throwing something or shooting one of them with a pistol as you pass you’re not fighting them because it wasn’t a “Fighting” roll.

What’s Normal in Savage Worlds?

Since this is never explicitly spelled-out in the core rulebooks as far as I can see, it’s probably worth a post.  (I originally worked this out in a comment thread that I doubt anybody but Russell is reading by now…)

The default assumption in Savage Worlds is that typical Joe or Jane Citizen characters have a d6 in each Attribute, and a d6 in each skill that’s relevant to their profession and daily life.  Character generation gives you enough points for a d6 in every stat, and you shouldn’t put a d4 in one unless you intend that your character be wimpier than an average adult at it.  You shouldn’t start with a d4 in a Skill unless it’s something the character hasn’t had much practice at up until now.

In the SW:Explorer’s Edition rulebook, the evidence for this is slim, but it’s there:  the Youth Hindrance and the Elderly Hindrance both represent less-than-physically fit adult specimens, and neither drops any Attribute below a d4.  An 8 year-old girl has a Strength at minimum of a d4, as does a 90 year-old grandmother; they could be stronger… even a lot stronger, but they can’t be weaker by the core rules.  There are Hindrances that can give you an effective die-roll even worse (e.g. Anemic, which subtracts 2 from many Vigor rolls), but d4 is the rock-bottom for an Attribute.

The Toolkits add more direct evidence: the “Typical Citizens” entries in both the Science Fiction and Fantasy toolkits have a d6 in each Attribute.  The Pulp toolkit doesn’t have a citizen entry, but has a fair number of everyday sort of archetypes such as Snitches, Typical Mechanics, Nosy Reporters (as distinct from Plucky Reporters) and they all fit the pattern of at least a d6 in every Attribute, with only notably stupid characters such as Thugs having a d4 Smarts, or notably young characters such as Wise-Ass Kid having a d4 Strength and Vigor.  Even Professors are assumed to have a d6 Strength and Vigor.

The Toolkits also provide the only real evidence of the assumptions about what’s a typical Skill level.  The SW:Ex core has few examples of normal people, and orcs and cannibal islanders are just different enough that while they might represent typical opposition to the heroes they aren’t necessarily indicative of what the random soda-jerk, janitor, or dung-spattered peasant is capable of.  Basically, Citizens in the SF and Fantasy Toolkits have at least a d6 in every skill that’s relevant to their daily lives, and a d4 in either Fighting or Shooting depending on the typical weapon of their culture (and Guts, if the setting uses it).  What they don’t have is very many skills: Notice, some Knowledge Skill representing their trade, and either Driving or Stealth, plus the aforementioned combat and Guts, and that’s it.

While the point-buy system encourages PCs to dabble in a lot of skills (adding a new Skill at d4 after character creation is as expensive as raising two other skills by a die type), it seems pretty clear from the supplementary material in the Toolkits that having merely a d4 in a Skill isn’t intended to represent a competent practitioner.  A random NPC that you meet who has that skill as his trade will likely have a d6 in it.  Now, because PCs are Wild Cards, their chance of success on a d4 plus the Wild Die is significantly better than the random Extra’s chance of success on a d6 (62% vs. 50%), but my interpretation would be that represents something like raw talent or luck, not training.

RPG Systems and Granularity

Dr. Checkmate, guest blogging over at Uncle Bears, writes:

    • On a related note, d4 to d12 (or d4-2 to d12+2) doesn’t allow for a whole lot of granularity. You’re basically talking about all traits being on a scale of 1 to 5. Even some how making it a scale of 1 to 10 would be an improvement.

I know what he means about granularity, but my experience is that more than about five doesn’t actually make much of a psychological impact.  Too fine a gradation, even if statistically significant, tends to get lost in people’s mental model of how things work.  Despite D&D 3+ grading attributes on a 3-18 scale, what actually matters is the -2 to +4 that usable characters tend to end up with.  Similarly, even though each Skill rank in D&D “matters”, the difference between 7 or 8 ranks in a Skill tends not to get noticed.  Even in systems like Hero and GURPS, which have you rolling 3d6 against a stat, the bell-shaped curve means that some points are more equal than others.   In my own home-brew before I switched to Savage Worlds I used a 1 to 10 scale for both Attributes and Skills, but realistically PCs had about 3-8 in anything the actually did (except for some combat monsters that I actually kind of wish weren’t so crocked).  Having a smaller spread in the general stuff but extra Disadvantages/Advantages actually seems to help players think of the characters as having distinct strengths and weaknesses, as well as opening up more actually playable characters. E.g. middling Dexterity stat but Fumble-Fingers Disad giving a minus to fine manipulation is more memorable and easier to work with than an rock-bottom Dexterity score, which in many systems is a death-sentence.

I sometimes wonder if something like the seven-plus-or-minus-two rule is at work here.  If a player can’t distinctly visualize all the steps at once, do they just chunk it until they can?

Not Everything Can Be Near

…because where would you put it?

In the previous post, I talked about Near and Far thinking in RPGs, and recommended that the GM try to make as much as possible in the game amenable to Near thinking.  As much as possible doesn’t mean everything, though; there are situations where it’s either not possible, or not desirable.

  • If the GM and the players don’t know (and can’t be expected to learn) enough details.  E.g. open-heart surgery, or starship hyperdrive repair.  In the former case it’s conceivable (barely) that in a game that’s about being a surgeon it would be worthwhile to learn enough about surgery to not only provide accurate description, but enough real choices of the sort that surgeons face to make Near thinking possible; in the latter, the details just don’t exist, and while the GM could certainly make them up and try to teach them to the players, the amount of effort involved to get the kind of free-wheeling thinking of fully grasping the problem-space as when a player thinks about searching an ordinary desk doesn’t seem like it would pay off, even in a campaign about starship engineers.
  • If the situation is about performance, not decisions.  When the task at hand is something like playing the cello, it doesn’t really matter exactly what the GM or the player knows about cellos, or even music in general, because it’s the character’s physical skill that’s called on.  Now, if you were to search a cello…  Note that this is often going to be true of the physical activity of combat.  The strategy and tactics are decisions that can be carried out by the player, the physical activity of shooting the bow or swinging the sword is all the performance of the character.
  • If it’s about the character’s skill at making certain kinds of decisions.  Even if the GM and the player both understand what’s involved enough that they could go into detail, sometimes it’s about what the character can think or understand, not the player.  It’s often the case that the character is supposed to be better at thinking about certain situations than the player (sometimes the other way around).  In these cases it’s possible to use a skill roll to backstop or supplement the decisions that the player makes, but much of the time you should just substitute Far thinking.  Even if the GM and the player both know how to play chess, actually playing out the match between the character and Death isn’t likely to be a satisfying way of resolving it.
  • For pacing reasons.  There’s only so much time in a session, so sometimes even if the characters would have time to go through all the gory details the game is better off if you hand-wave it.  You don’t want to do too much of this, though.  It’s easy to imagine that you’re getting more done in the game when you fly by everything at 30,000 feet, using Far thinking all the way, when actually you’re just leeching out all the color and vibrancy and eliminating potential decision points.   You should only use this as an excuse when spending the time in Near mode is going to freeze out the other players for too long, or you know that they find that particular activity boring to think about in detail, or it lets you get to a different and more interesting Near mode episode immediately.

Near vs. Far Thinking in RPGs

    • The latest Science has a psych article saying we think of distant stuff more abstractly, and vice versa.  “The brain is hierarchically organized with higher points in the cortical hierarchy representing increasingly more abstract aspects of stimuli”; activating a region makes nearby activations more likely.  This has stunning implications for our biases about the future.

      All of these bring each other more to mind: here, now, me, us; trend-deviating likely real local events; concrete, context-dependent, unstructured, detailed, goal-irrelevant incidental features; feasible safe acts; secondary local concerns; socially close folks with unstable traits.

      Conversely, all these bring each other more to mind: there, then, them; trend-following unlikely hypothetical global events; abstract, schematic, context-freer, core, coarse, goal-related features; desirable risk-taking acts, central global symbolic concerns, confident predictions, polarized evaluations, socially distant people with stable traits.

Robin Hanson wasn’t thinking about roleplaying games when he wrote this, of course, but if he and the Science article are right about how minds work–and I think they are–then it has implications for how we play these games.  For one thing, it means that providing detail and concreteness isn’t just a matter of atmosphere and aesthetics, it literally changes the way we think about events in the game.

Take an example near and dear to my heart, the act of searching in-game:

Near

The GM determines there is a desk with three side drawers and a middle drawer, and taped to the underside of the middle drawer is a key.  The desk otherwise contains papers from old cases, none of them relevant, a gun in the top right-hand drawer and a bottle of rye in the bottom right hand drawer.
Player
: I search the desk.
GM
: How?
Player
: I look in all the drawers.
GM: You find a gun in the top right hand drawer, a bottle of Rye in the bottom right hand drawer, and a bunch of papers.  They seem to be old case files.
Player
: I flip through them and see if any seem relevant.
GM
: Based on a casual flip through, none seem particularly interesting.
Because the player didn’t specify any action that would have uncovered the key, it’s not discovered.

or

GM: How?
Player: I look in all the drawers, then I take them out one by one.  I check the bottoms, and I look for false bottoms, and I check the holes, reaching around if necessary.
GM: That will take about fifteen minutes.
Player: I’ve got time.
GM: Ok, taped to the bottom of the middle drawer you find a key.  You also find a gun in the top right-hand drawer, and a bottle of rye in the bottom right-hand drawer.  There’s also a bunch of papers, that seem to be old case files, none particularly relevant.

Not as Near

GM determines the same set-up as before.
Player
: I search the desk, looking in all the drawers.
Because the player didn’t specify actions that would uncover the key, the GM rolls the Player’s Search skill as a “save”, and gets a success.
GM: You find a gun, and a bottle of rye, plus some old case files.  On an impulse, you check under the drawers, and find a key taped to the bottom of the middle drawer.

Even Less Near

Same set up as before.
Player: I search the desk.
GM rolls vs the character’s Search Skill, and succeeds.
GM: You find a key taped to the bottom of the middle drawer, a gun in the top right-hand drawer, a bottle of rye in the bottom right-hand drawer, and some old case files.
If he had rolled a failure, the Player would still have found the gun, the files, and the booze, but not the key.

Far

The GM determines that the desk contains a gun, and a hidden key.  He doesn’t bother to think about where.
Player: I search the desk.
GM rolls, and the character fails.
GM
: You find a the gun, but nothing else of interest.

Even Farther

The GM determines that the desk contains a gun, and a key.  He doesn’t bother to think about what the desk looks like, where the items are or whether they’re hidden.
Player
: I search the desk.
GM rolls, and the character fails.
GM: You find nothing.

Really Far

The GM doesn’t bother to determine anything about the desk.
Player
: I search the desk.
GM rolls, and the character succeeds.
GM: You’ve got 1 success.  You need 2 more before you get 1 failure.

Just Plain Wrong

The GM determines the details as in the near cases.
Player: I look in all the drawers, then I take them out one by one.  I check the bottoms, and I look for false bottoms, and I check the holes, reaching around if necessary.
GM rolls, and the character fails.
GM: You find nothing.

Also Wrong

The GM doesn’t determine any details, but does determine the desk contains a gun and a key.
Player
: I look in all the drawers, then I take them out one by one.  I check the bottoms, and I look for false bottoms, and I check the holes, reaching around if necessary.
GM rolls, and the character fails.
GM: You find nothing.

The thing about Near vs. Far is that it’s (probably) not a continuum, where you gradually lose detail and concreteness as you dial up the abstraction: at some point there is a modal shift in the kind of cognition you do.  I think that wherever possible, you want to keep things in the game world as Near as possible, so that the players remain grounded in the situation. This lets them reason about the game world, and not just about the rules.  It also provides more specific details to make the story more vivid, because it’s more like what we do when we’re faced with such situations in the real world.  Using Far abstractions is like having a scene cut to a placard that says “They search the room” and then cut back to show what they discovered.   If the GM doesn’t provide enough details that they could reason concretely (even if he backstops them with abstract game mechanics), then the players just move through a sort of fog of abstraction.  Everything their characters do seems to them to be more distant in space and time, and they’re more likely to group things mentally into larger, coarser categories, which can make it harder to keep their interest and attention since more stuff will be regarded as “the same old same old.”

Providing enough detail to make Near thinking possible in an RPG is more work for a GM, but I think it’s really important work, and pays off in making the experience much richer for everyone concerned.  When budgeting your effort in preparation, try to spend it on the details that the players will actually interact with to make the setting more concrete, and less on figuring out the broad strokes of distant event and times that shaped the game world.  A list of ten things that they can find in the desk beats 10,000 words on the lost empires of the Hyperborean Age.

Keep Your Filthy Narrative Out of My Roleplaying

My friend Russell writes

I think this is exactly right, at least as far as my tastes go.  Broadly speaking, there are three commonly found attitudes towards what you’re trying to accomplish when you play a roleplaying game.  I don’t want to resurrect the taxonomy wars, so I won’t label them, but the basic breakdown is:

  • Roleplaying games are about experiencing what it’s like to X
  • Roleplaying  games are about constructing stories that are like X
  • Roleplaying games are about playing a game (often a war-game) that draws elements from X

The problem is that these modes are largely incompatible.  If you’re trying to experience what it might be like to be faced with situations and making decisions in the game world, the last thing you want is to have narrative control over the game that the character doesn’t have; how can you face any uncertainty over whether your arrow will strike true when you can just declare that it does?  If you’re trying to play a game to exercise your tactical judgment and formulate clever strategies, it’s damn well cheating when the referee just overrules them in the name of plot.  If you are collaboratively writing a story in your favorite genre, it’s madness to allow that story to be warped or even ended prematurely by something as arbitrary as a bad die-roll.

This isn’t just idle speculation or caricature, these are genuine and deeply felt objections by people who are looking for a certain kind of entertainment from RPGs.  Take this guy gal, for example:

    • In addition, I challenge the entire premise [that “Character death should be a normal part of a well balanced but challenging adventure with natural consequences for poor choices.”]. Books and movies are excellent examples of my point of view. The main character isn’t going to die and you know it the entire time. No matter how steep the cliff, how deadly the bullets, how invasive the poison, the hero lives and we still have engaging blockbuster films and New York Times Bestseller novels. Why? Because the Story is Just That Good.

Leaving aside  the question of whether blockbuster films and bestselling novels really are Just That Good, or whether they’d be even better if there was some actual uncertainty as to the outcome, this is clearly a guy gal who is not only looking for a way to construct stories, but doesn’t even have a glimmer that there might be people looking for other things, people who would therefor find the justification that something happens in films and novels to be unpersuasive, if not a complete non sequitur. (Or maybe I’m just reading to much into his her “challenging” the premise rather than simply disagreeing with it.)

What bothers me is not that the folks who are primarily about constructing narratives exist (de gustibus),  but the blithe assumption that everybody else who plays RPGs shares their tastes, even if they don’t know it yet. (BTW, I don’t intend to single out Viriatha above as an example of that.  I’m talking more about an attitude I perceive all over the place in posts on how to structure your roleplaying session as if it were scenes from a movie, how to design your villains to play up the themes of the story, how to drop detail and consistency from the setting if it doesn’t feed into the main narrative, and so on.) What I miss is any sense that “Your mileage may vary.”  It’s not that I want to see every blog post or forum comment come with a disclaimer “only suitable for certain tastes in roleplaying”, but that I think the advice would be sharper and more on-point if the authors kept in mind that they’re talking about a specific approach to RPGs.  For one thing, they’d spend less time running down the alleged flaws in other styles of RPGing, which should give them more time to devote to their particular style.  More than that, though, I think that the recognition that they are aiming to accomplish one particular kind of thing by playing RPGs would help them separate the wheat from the chaff for their approach; there are a lot of things that are carried over from game system to game system in our hobby because that’s what people are used to, but are irrelevant if not counter-productive for certain styles of gaming.  The result, it seems to me, is a lot of patching of things that get in the way when they should be jettisoned instead.

Take, for instance, Fate or Hero Points.  Such things are often added to systems that have important things, like character life or death, decided by a random die roll, to give players a measure of narrative control; the justification is almost always along the lines offered above, to make the game more like a blockbuster movie or bestselling novel.  The problem is that this is a band-aid.  If what you’re aiming for is a properly-constructed, satisfying story, having a limited number of times you can overrule a story-killing die roll makes no sense.  An unsatisfying end to the story doesn’t become more satisfying because at least you managed to avoid derailing it the first three times it happened before you ran out of Fate points.  You shouldn’t be rolling dice if you don’t want a random outcome.

On the other hand, and this gets back to my original point and the title of this post, if having a limited pot of Fate Points is insufficient to satisfy the legitimate desires of those who are playing for narrative, the existence of such things in the system screws up the legitimate desire of those who are playing for the experience of it to not be forced to confront profound game decisions that can’t be made in character.  I don’t want narrative control when I’m trying to imagine the experience of the character, because it screws it all up; if the character actually had that control, the story would turn into simple wish-fulfillment, if not an outright Mary Sue (as well as breaking a lot of settings where there’s no conceivable reason that a character would have that kind of power).  The more important and the more fraught with consequence the moment is, the less I want to be jerked out of it by meta-game considerations.

Similarly, from the other direction, there are those who think that “something must be done” to prevent the horrifying possibility that some logical, perfectly consistent feature of the game world (such as encountering something unexpected when crossing the dangerous wilderness) could screw up the game balance, so that the set-piece encounter at the end of the journey is no longer a fair contest or the wealth-per-level guidelines get thrown out of whack.  Again, it’s not that they’re wrong to want the game the way they want it, but a greater recognition of what their particular desires are would probably help them narrow the focus of the game to what they actually enjoy.  If you’re going to remove the random encounters as being a pointless and potentially unbalancing distraction from the encounters in the dungeon, you should probably go ahead and remove the travel to the dungeon as well.  Why should there even be a situation “The PC’s are heading to the dungeon and will eventually get to the dungeon, but not this session, and they need a combat to get them moving.”  Just wave your hands and say “Three weeks later you arrive at the dungeon.”

You want a laser-like focus on what you and your players actually find fun, and you want to ruthlessly trim the things that get in the way of that.  But to do that, you need to understand what it is that your players actually want to accomplish by playing RPGs, and to do that you have to keep in mind that what they’re after might not be the “obvious” point of roleplaying to you.  Otherwise you might find that you’re trimming the reason that they enjoy playing, and focusing straight on what they are trying to ignore.

Encounter Savage!

  • Update: previous link is dead, so you can get it from here: (and another link rotted, oh well)

    • The complete Encounter Savage! is now available as a FREE PDF! This supplement provides rules for adapting the groundbreaking Encounter Critical for use with Savage Worlds! It’s fully illustrated by the man someone might have once called “the modern day Erol Otus”, Xose Lucero! It’s approved by the keeper of the EC flame, S. John Ross! It’s got a Savage Worlds Fan License!

Plus, I appear in the credits!  What more reason could you want to check it out?!!

Actually, one additional reason to check it out might be that Encounter Critical is one of the inspirations for my Elves & Espers setting.

Descent into the Fetid Depths

Session Summary for 1/4/2009 Elves & Espers campaign

This session we had a new addition to our gaming group: Andrew, Elyssa’s step-brother, and his girlfriend Sarah (who had never gamed before, but agreed to come along and watch).  Andrew took over playing Tank McSplatter, and Doug switched to a new character he’d come up with since we last played.

Last session our intrepid band of adventurers (Idariel 7, Elven Technomancer; Stan McStan, Dwarven Robomancer; Tank McSplatter, Hobbit Trooper; Bon Go, Human Enforcer; Josepi Vincenti, Human Roguechemist) managed to get paid for clearing the Pigsies out of Batwings & Things despite the subsequent destruction of the entire shop by a group of mercenaries apparently hired to burn the place, possibly to destroy any evidence of trafficking in Zombot dust, by the simple expedient of not mentioning the shop’s destruction when they went to pick up their pay.

This session they decided to take the contract from Barbis Boltbiter, their Adventure Broker, to investigate a possible sighting of Zombots in Poisonville, the sewage-disposal and heavy industrial chemical plant section of town…which is right down on the roof of the arcology below the spire, to keep it out of the way.  They figure that there’s no way the Zombot Dust they found (when it turned the dead Pigsies into Zombots) could be unrelated to possible Zombot activity elsewhere.  Also, the pay (4000 creds for a simple look-see) is nothing to sneeze at, despite the potentially highly unpleasant nature of the surroundings.

Determining that the best (free) way to get down to Poisonville was to take the elevator, they were winched over the side of the disk on an open platform cranked by an Ogre-M.A.G.E (Magically Augumented Genetically Engineered) and lowered into the greenish stinking fog that hung over Poisonville.  Arriving at the bottom after about twenty minutes of swaying and lurching, they found themselves standing in a landscape dominated by industrial-sized pipes, covered in blotchy rust and slime, surrounded by foul fetid greenish fog that made their eyes sting and noses water (Josepi had particular problems, having failed a Vigor roll, and fashioned a makeshift mask out of a handkerchief).  Shapeless things humped and slithered along in the shadows, and a ratipede (a mutant rat with a hundred legs) scuttled across the street as bold as you please in front of them.   The street was dotted with puddles of rainblow (sic) colored ooze.  The contract they had listed as their contact a Dwarf named Carvin Spiker, a supervisor at the SludgeWorks.  They found the plant, where gigantic transparent tubes blorped and gurgled disgusting brown and black sludge, and decided that Idariel and Josepi would go talk to Carvin while the rest of them hung around outside, so as not to spook him with an army of heavily-armed goons.

They climbed the rickety, rusting stairs and entered the plant through a submarine-style hatch; there they found a catwalk high above the tanks and pipes of the works, and a tiny office with windows that might once have been transparent back when the sun was yellow.  But maybe not even then.  In the office, piled high with the bureaucratic detritus of ages, punctuated by the occasional out-of-date Miss Galaxy calendar or “sexy” dwarf pin-up, behind the desk they found an amorphous blob of flesh.  Could this actually be the Dwarf they were looking for?  It opened one rheumy eye and croaked, “Yah?”

They explained they were there to investigate the Zombot sighting, and after some grumbling, Carvin told them that while he filed the report, it was an employee who had actually spotted the Zombot…They asked to speak with him, and Carvin called over Tw-0N (key->green), or as he called him “Twonky”… an ancient robot, from a time back before aesthetics had been invented.  Twonky (Doug’s new character) was a fairly featureless grey, boxy humanoid, with various hazard stickers affixed to him, his call-letters stamped on his back, glowing faintly with magical radiation.  Idariel asked if they could borrow him for a while, and Carvin indicated that he would appreciate if they not only borrowed him, but managed to lose him.  The plant had been trying to decommission him for ages, but been thwarted by red-tape: Twonky had unfortunately at one point, back when Gax had just begun losing its grip, been mis-classified as human and the robot bureaucracy had been unable to correct the mistake since classifying a human being as a robot would have violated the First Law.

Twonky led the entire party towards Sludge Vat #7, where he had seen the potential Zombot.  The Zombot had been in the form of a Ratipede, but it shambled rather than scuttled, and had metal jaws and (organic) eyes protruding on metallic eye-stalks, so Twonky had steered clear and simply reported it as per plant procedures.  Climbing and descending metal ladders and crossing swaying catwalks over glowing green radioactive goo, they headed towards Vat #7.  At one point, they found themselves in the middle of a swarm of giant, glowing albino moths with ectoplasmic wings, that settled on their clothing and hair.  Idariel (with an amazingly good Arcane Knowledge roll) managed to identify them as a giant, mutant version of a rare thaumivorous (magic-eating) moth.  After a brief panic that the moths were after their goods, they decided that they were just feeding on the magical soot that was coating them from the fog that permeated Poisonville.  Idariel decided to gather a bunch of the moths in a handy sack, for further study, and after accomplishing this, they made the rest of the way to Vat #7 without incident.

There, they found places in the metallic wall where something had chewed new rat holes, annoying Twonky, who had cleaned the area just a few weeks ago.  Stan snapped together a mini robot with a camera, and sent it down the hole to take a look, telling it to sound an alarm and run away if anything started chewing on it.  It didn’t take long before they heard the whoop-whoop of the robot’s alarm, and it came scuttling back, trailing one damaged leg.  Idariel began scanning the hole with his Pentacorder, looking for what did it, while Stan replayed the robot’s memory; they both came to the same conclusion: the robot had been attacked by a Zombot Ratipede that was even now shambling through the tunnels in the wall towards them to feast on their flesh.  The video from the robot was technically all they needed to fulfill their contract (and this group was nothing if not technical about fulfilling their contracts), but they decided to fight the Zombot anyway, if only so it wouldn’t be following them.

As soon as the Zombot Ratipede poked its nose (and eyestalks) out of the hole, Tank opened fire with his Multi-Gun, and blew big gobbets of flesh off it, revealing the glistening tubes and wires that animated it.  It twitched and lay still.  Stan, as an expert on robots, recalled that Zombots would regenerate after “death” unless they were burned.  At this point, Idariel 7 had a brilliant idea.  They would unleash the thaumivorous moths on the corpse, and see if that would prevent it from regenerating.  Stan and Josepi were dubious that it wouldn’t just result in Zombot moths that would destroy the entire arcology, but Idariel was insistent that since the Zombot dust could only infect you through a wound and the moths weren’t wounded, there was nothing to worry about.  Besides, the party was overdue for unleashing a setting-destroying horror.

To everybody’s surprise but Idariel’s, the plan worked, and the Zombot Ratipede failed to revive.  Further scans of the area revealed no more Zombots (itself somewhat puzzling), but evidence that the other Ratipedes had been giving the infected one wide berth, and the party decided that some combination of the lack of any life-forms to infect besides the wary and swift Ratipedes and the presence of the thaumivorous moths in and about the area had contained the Zombot infestation.  At this point, Idariel realized that this might be the big score he had been looking for… the ticket back to getting the 100,000 creds he needed to reinstate his license.

They took the Zombot corpse with them, contained in a metal box along with some of the moths (with holes in the lid, of course), and hurried back to Carvin’s office to use the phone, both to tell Barbis about the Zombot they had found and potentially negotiate with him over the discovery of the mutant moths.  The conversation didn’t begin well, with Barbis having just found out from the very unhappy Grismerelda that the shop had burned to the ground–Idariel attempted to persuade him that it wasn’t any of their doing (true enough) even though they hadn’t somehow seen fit to mention the incident to Grismerelda when collecting their pay.  The conversation wasn’t going well, even with Idariel coming clean over exactly what had happened at the shop, including the Pigsie that reanimated as a Zombot, until he happened to mention his potentially lucrative discovery and willingness to cut Barbis in on the action.  “Cha-ching!”   They agreed to meet and talk in person, rather than over an unsecured line in somebody else’s office. Meanwhile, the rest of the party was engaging Carvin in conversation, attempting to keep him completely distracted once they realized that Idariel was discussing this potentially immensely valuable find in the presence of a third party, one moreover with interests and responsibilities to his employer that ran counter to the party’s scheme to make themselves rich with something found in that employer’s factory….this seemed to be successful, particularly once they got Carvin–secretly something of a civic booster–started on the topic of how Poisonville’s reputation for pollution and ill-health was really undeserved, why, look at him, he’d been working at the plant for hundreds of years now and he was still a fine figure of a Dwarf, if he said so himself…

And there we broke for the evening.

Elves & Espers: CybOrcs

CybOrcs are a cybernetically enhanced Orcs, linked together into a hive-mind.  They are the enemies of all other races, but most particularly the Elves; other races will be enslaved or eaten to sustain the organic parts of CybOrcs…Elves are converted into CybOrcs.  CybOrcs can no longer reproduce sexually, so capture and conversion of Elves is their highest priority.  CybOrcs are nomadic, living and traveling on gigantic self-propelled towns/gun-platforms (sometimes called Ogres).  The towns move slowly, barely at a walking pace, but where they pass nothing living remains.  The towns can never stop moving…once they do it is impossible for them to start again and the CybOrc organism will quickly exhaust its local supply of food and minerals and die… so it is sometimes possible to flee while the CybOrcs pass and return to try and rebuild from the wreckage.  The CybOrcs and Ogre form a single entity: what one knows, they all know.  CybOrcs scout and raiding parties range well in advance of the Ogre, finding prey and making sure the terrain is passable for the Ogre’s huge body and gigantic treads.   CybOrcs seldom speak, having little to say to other races, and when they do it is mostly to croak in a deadly monotone “Resistance is futile if it is less than 1 Ohm”, “Prepare to be incorporated”, or “Your biological and technical diversity will be ground to make our bread.”  Despite this, it is sometimes possible to bargain or negotiate with the CybOrcs if you can do so from a position of strength.  Unfortunately, since a direct hit by a nuke will only inconvenience a CybOrc/Ogre village, gaining an undeniable position of strength can be hard to achieve.  CybOrcs are ruthlessly utilitarian, however, and will never pursue prey out of vindictiveness, so they can often be turned aside or eluded if some richer prize presents itself.  When calculating benefit, capturing Elves is almost always top priority.

CybOrc

Attributes: Agility d6, Smarts d4, Strength d8, Spirit d6, Vigor d8

Skills: Shooting d6, Fighting d6, Throwing d4, Notice d6, Intimidation d8, Stealth d4

Pace:Parry: 5 Toughness: 11

Gear: Infantry Battlesuit (+4), Blaster 2d8+1, ROF3, 24/48/96, -2 Acc, Chainsaw Arm 2d6+4 (no botch on a 1)

Special Abilities: Size (+1), Hive-Mind (what one is aware of all are aware of), Fearless (immune to magical effects and intimidation)

The above is a typical CybOrc drone, though the weaponry carried often varies.  Other varieties are less often encountered, but include Heavy Weapons units (with full powered armor), Esper units (with AB: Psionics), etc.

Note that the Hive-Mind aspect can work as a disadvantage, in that if an Esper manages to influence one CybOrc, they are all influenced.  Physical damage from Esper powers is divided across all the CybOrcs bodies, which makes it pretty much impossible to actually harm them that way, but subtler Esper powers such as Puppet will work on them all at once.  There is a danger, however, for every turn the Esper remains in contact with the CybOrc hive-mind there is a chance that the Esper’s mind will be overwhelmed and incorporated into the CybOrc collection: roll a straight Spirit vs. Spirit contest.  The CybOrc hive-mind is treated as a Wild Card when Esper powers are involved even if all of its drones are Extras, so it gets a Wild Die.  If the CybOrcs ever win the contest, the Esper becomes one of them and her mind is lost forever.  CybOrcs cannot directly be forced to commit suicide via Puppetry, but can be tricked into actions that will spell their destruction, such as walking into lava.

Skill Challenges: Threat or Menace?

This has been bugging me a while, so I’m finally going to rant about it and get it out of my system.

Skill Challenges are what D&D 4e has in place of roleplaying.  And no, I’m not really kidding.  As a method of injecting some pseudo-RP in a tabletop miniatures skirmish game, they make perfect sense: a series of discrete, finite dice rolls so you can get quickly get past the RP and on with the real business of pushing minis around, and to provide some meta-game tension to the “boring” process of thinking of solutions to problems and playing them out.  As an aid to actual RP, they discourage what you want to encourage (creativity, experimentation, thinking as the character), and encourage what you want to discourage (meta-gaming and thinking inside the box).  I think it’s particularly telling that as originally released, even after all the playtesting 4e got, the Skill Challenge numbers were utterly broken and had to be rewritten and released as errata.

The basic mechanism is that you take something that would otherwise be RPed out and replace it with a Skill Challenge of a particular difficulty: you need to score N successes before M failures (N >M in most of the examples I’ve seen) or you fail.  N and M, and the difficulty of the skill rolls (DC in D&D terms) are determined by the difficulty of the Skill Challenge.  The Challenge will then list the Skills that can be applied and their DCs (at least in terms of easy, moderate, and hard), as well as how many successes (or failures) a check is worth towards completing the Skill Challenge (default 1).  Typically the list of allowed Skill checks, or even whether they can undertake a Skill Challenge, won’t be shared with the players, which is where people get fooled into thinking that this is somehow a form of RP instead of a replacement for it.  The process of discovering whether there’s a Skill Challenge and what Skills are allowed is superficially similar to the discussion you might have around the table of plans and approaches to try, but there’s a world of difference under the hood.

What’s wrong with that?

  • The biggest thing is the “Before M failures” rule.  That changes it from an abstraction to a mini-game.  The difference is that an abstraction simplifies things by ignoring irrelevant (hopefully) features to focus on getting reasonable outcomes, mini-games introduce features that have no counterpart in what you’re modeling and no purpose other than to make the mechanics of what you’re doing game-able.  In D&D hit points are an abstraction…they ignore things like exactly how or where you were hit (or even whether you were hit and actually wounded or just battered, bruised and tuckered out) to focus on the potential outcomes after a certain amount of battle: defeated, unharmed, victorious but weakened and less likely to win the next battle.  The fact that they’re a very high-level abstraction has caused a lot of complaint over the years, and prompted countless attempts to fix them or replace them with a different abstraction, but at least they don’t introduce extra new complications in the form of how do you massage your hit-points to use them most efficiently.  The Skill Check failures rule doesn’t represent anything in the game world (if you’re trying to track goblins through the woods, it doesn’t suddenly become impossible because your companion back in town failed to remember some detail about local politics), it’s just an artificial mechanism to introduce tension and limit the number of things the players can try. Arbitrarily limiting the number of things the players can try is bad. If they’re not expending resources or up against a deadline, cutting off their creativity is the last thing you want to be doing in an RPG, even if it makes perfect sense in a board game.
  • The fact that it’s a mini-game encourages/requires meta-gaming.  The order in which you try the tests is crucial, so rather than leading off with the skills that are the most relevant to the task you’re trying to accomplish you have to lead off with the skills you’re best at.  It’s the codification of the old joke Q: If your keys are over there, why are you looking here?  A: Because the light’s better here.  It doesn’t matter whether it’s something your character would attempt, what matters is how good the character is at it and the fact that if he fails he can screw up the Challenge for the entire party.
  • It discourages improvisation.   Dividing the world into things for which there are Skill Challenges and things for which there aren’t pushes the players towards the courses of action for which there are Skill Challenges and discourages them from trying things for which there aren’t (this is true even if the GM is willing and able to generate Skill Challenges on the fly).   Also, because Skill Challenges are defined in terms of making skill rolls you’re discouraged from thinking outside the box and substituting a non-skill roll approach to the same task (e.g. if you can make a Climbing roll to gain a success by getting to the top of a tree and spotting something, you ought to be able to do the same thing with an innate or spell-given ability to fly, or to send your flying familiar aloft.  The GM could just rule those as successes, but that doesn’t seem to be the way Challenges are designed.  The point isn’t the tasks you need to accomplish, it’s whether you make the required rolls).  Finally, by providing a list of approved skills and their uses to count towards the Challenge, it discourages using substitutes (e.g. if the Challenge calls for intimidating someone, what about persuading, bribing or seducing them instead?) or trying oddball or long-shot things.
  • By reducing everything to a series of die-rolls it eliminates any of the back-and-forth and progressive discovery and reasoning that are the essence of role playing.  This is an old complaint along the lines of if characters can just roll Diplomacy, then what’s the point of playing out conversations?  But it’s as valid now as it was then…if your game allows you to substitute skill rolls for interacting with NPCs and making actual deductions based on your knowledge instead of using them as a supplement or a fall-back if you get stuck, then you’re devaluing roleplaying.  Now 4e has made devaluing roleplaying one of its key components.

Let’s take a look at actual play, by someone wildly enthusiastic about Skill Challenges (note, I’m not criticizing Emptythreat15 or his GM at all; they had a lot of fun, which is what counts, but I’m arguing that they could have just as much fun and more often with a system that doesn’t get in the way of what they’re trying to do):

    • My male dwarf normally gets decent initiative; however, my female is cursed to having initiative rolls of less than 10. So my dwarf waded into combat with the hideous dogs and I thought to myself, ‘I wonder if we could improve the attitude of that boar and have it help us out…we don’t have Handle Animal anymore…but hell, maybe the DM will think of something suitable’.

      So my turn came around, and I explain to the DM that I want to undergo a skill challenge to improve the attitude of the boar, and what do you know, the skill challenge “Taming The Beast” was listed in the rules for the adventure. Sweet.

That right there is enough to make a grown man weep.  The player comes up with a really neat idea, and what’s he excited about?  The module gives him permission to try it.

This was turning out to be no easy task though. 4 successes before 2 failures? This thing was just built for failure. Fortunately for me though, I was allowed to use the better of my Heal or Nature checks. Asking a cleric to make a Heal check is like asking a clown to make a balloon giraffe, so I was pretty excited. Much to my chagrin, my clerics +11 Heal modifier does very little when you roll a 2 on a d20. One failure already. Not good.

The next two rounds, a 15 and 16 consecutively, making 26 and 27 Heal checks, and successful ones at that. The next turn, two have a bit of a safety net, her brother, the paladin, came over and aided her on her checks, giving her a +2. She made the next check with a roll of 10, and spent an action point for her last skill check, rolling a 10 once again. The boar was calm, and finally, so was I.

So what’s wrong with this picture?  Practically everything, though at least this is a situation where it’s conceivable that botched attempts could make the plan impossible to carry out (fiddle with the wounds unsuccessfully long enough and the boar could be too enraged to befriend even if you eventually get it right) .  Note the way the player meta-games which skills to apply, and when to get the second character involved.  Note also how the player was channeled into a solution that involved making skill rolls, even with two characters that have magical healing abilities that would have made perfect sense in terms of game-world and genre logic to use at that point.  I’d also be inclined to hold it against the system that what seems to drive the tension is the roles themselves, rather than, say, the fact that a fight is raging all around them and they’re spending time fiddling around with the caged animal while their companions are fighting for their lives.

Now imagine playing out the same scene without being anchored down by the Skill Challenge system.  There’s nothing they accomplished that couldn’t have been done by straight role-playing, unless you just don’t trust the GM.  The only difference (besides the fact that the player might have made different choices about whether to involve the second character or use magical healing without the meta-game considerations) is that the task would be open-ended…the player would have an additional decision to make if the first two turns didn’t succeed about whether to continue (and perhaps up the stakes by using special abilities) or give it up and help with the fight.  All the Skill Challenge system does here is dumb it down.

Let’s look at another example, this one a bit more elaborate, and told from the point of view of a GM designing a Skill Challenge.  Again, I’m not meaning to disparage what At Will wrote, on the contrary I’m using this as an example because I think it’s a good Skill Challenge, that would be better if you dumped the whole Skill Challenge mechanic.

You have to go read it, because otherwise I’d end up quoting the whole thing.

So, now that you’ve read it, here’s what’s wrong.   There is, as I believe is typical, no justification whatsoever for the mechanism itself.  There’s just no earthly reason that failing to remember something about the history of the area, or to have a flash of insight, should have any bearing at all on whether you can intimidate a child into telling you what you want to know.  But if you try and fail at those two things as well as using Diplomacy on the villagers, you’ve got no reason to talk to the child…it becomes impossible for you to get information out of him.  The fact that Intimidate is the only skill usable on the child is another failing, in my book…it doesn’t matter if one of the characters is the motherly sort with oodles of Charisma and Persuasion or a spell like Charm Person (or whatever the 4e equivalent is)…that approach is something you can’t even attempt.  In the comments At Will makes it clearer that he’d allow you to use appropriate magic to bypass some or all of the Challenge or to roleplay some of the encounters (but he’d make whether that accomplishes anything contingent on the die-roll…all the talk is just window-dressing), but what advantage is there to even using the Challenge mechanic then?

Here’s how the Old School would do it (in this case, Old School refers to all the way back to 3.5):

Kobolds have kidnapped a group of children from the village the PCs are currently in.  The players must gather information to find out who did it, and find their way to the location in order to rescue the children before the kobolds can sacrifice them to a dragon.

If you talk to the villagers, they don’t know much, but they know that they miss their children and when they went missing.  They were out in the fields…; Someone does report that they thought they saw more children than normal playing for a while…

One child who is still in the village seems to know something. The child doesn’t want to confess because he’s afraid they might come after him if he tells someone, but if the adventurers can persuade or intimidate him somehow he saw some creatures that look like small dragon-people.

Somebody who knows this area and its history will know that this area has not seen too many hard times, but goblins and kobolds can always be a menace. Goblins haven’t been seen around this area for some time…

Examining the tracks in the field, and near some of the houses,  reveals that fairly small creatures kidnapped these children, and they headed North out of the forest.  Appropriate knowledge will further reveal that  creatures are most likely kobolds judging by the tracks.  Appropriate knowledge recalls that kobolds favor mountainous terrain.

Gaining a good overview of the territory (by climbing up to a advantageous spot high among the trees, flight, clairvoyance) grants a good view of the terrain, and suggests three areas that the kidnappers might have gone: a mountain slope, a ravine to the South, or into the dense center of the forest.

And so forth.  Essentially, all the work that went into devising the Skill Challenge is valuable, and can indicate the kinds of information that you can get by talking to the various people and examining the scene.   What’s the matter with Skill Challenges is the mechanism itself, not the putting extra thought and care into how various skills and abilities can be used in the scenario.  You want to strip out extraneous requirements that only specific skills be used (except perhaps noting things that could give a particular approach an advantage, such as so-and-so being a coward and easily intimidated), and beef it up with additional information so that they players themselves can reason about the information they uncovered (the combination of the tracks heading North out of the forest and the overview of the area showing only one likely place to the North, or the overview revealing the mountain and the knowledge check revealing that kobolds like mountains).  You don’t want to artificially prolong it, by requiring a certain number of dice rolls before they can proceed–if they think they’ve figured out that it was kobolds and they’re likely to be in the mountains, by all means let them head for the mountains to take a look around.  You also don’t want to cut them short by saying, oops, you’ve failed, no point in trying to gather more information or recall anything further.  You most emphatically do not want to discourage them trying oddball or long-shot approaches by penalizing them if they fail.  If you want to put them under time pressure, then attach amounts of time that it takes to try different things, and let them decide which they are willing to spend time on and whether they can split the tasks up more efficiently, don’t just arbitrarily rule that failing to recall a fact about kobolds chews up just as much of the day (moves them closer to failure) as canvassing the neighborhood and talking to all the farmers.   For role-playing purposes you can easily get everything that is good about them, and avoid most of the bad, by dropping the Skill Challenge mechanic altogether and just using the list as a guideline to the kinds of things the players can roleplay out.

Skill Challenges take what was a reasonable idea, of examining a situation and making note of all the obvious (and some less obvious) ways that you could use certain skills to obtain information, advance your agenda, or solve a problem and formalizes it into a mini-game that basically piths all that was good and fun about roleplaying to fit it within the framework of a board-game.  The entire Skill Challenge system of collective accomplishment and punishment pushes the players more strongly than ever before into treating the party as a Borg collective of drones with various specializations controlled by a hive-mind, rather than a group of individuals with their own psychologies and approaches to life.  Think about it. There is simply nothing in-character that could be said by one character to another as to why he shouldn’t attempt to recall what he learned about kobolds until some other character elsewhere has either succeeded or failed in picking a lock or climbing a tree (or vice-versa).  Skill Challenges make ordinary role-play harmful to the party, and for no reason at all other than it to satisfy the arbitrary strictures imposed by the mechanics.  If nothing else, keeping the Skill Challenges and dropping the “before M failures” clause would be a step back towards making them at least compatible with role-playing.