I've been reluctant to talk over much
about the “Chaos Index” blog side as it's awfully close to home
in revealing how I make the “whirly bits” (the moving
parts that lie outside what the PCs do) whirl. But Robert has let the
proverbial cat out of the bag (with my blessing) so a few more
clarifications are in order.
Reading Robert's account (which is
quite good overall) one might get the impression that I run a crazy,
over-elaborated, mechanistic system on my off days at the table.
Crazy, I will cop too but what's going on is probably less rigid then
it seems.
An early prototype of the Chaos Index . Click to enlarge. |
First off the whole “track” concept
(a mechanic grabbed from old wargames with political dimensions) is
tied to the tension between human civilization/stability/corelands
and the Weird/reality-bending in the campaign world (see here for the
full tour of that who-ha). It's somewhat akin to the Law vs. Chaos
tension we all know and love, but not quite: the Weird is not
necessarily inimical to humanity, though it has a strong tendency to
act that way. The whole she-bang has a definite geographical
expression in the campaign, the stable corelands lose physical and
metaphorical ground and the Weird rises and vice versa.
The Index is just the ball park
tracker for that struggle in the particular corner of the world the
characters do their business in. A big emphasis on “ball park”
because what's not happening—and this was a central feature of the
World Pattern schemata from the old Douglas Bachmann article that
inspired it—is that when you hit certain points a rigidly defined
event happens. In that old Dragon article when the chaos
marker (on a track) hits say one point a war breaks out or a plague
happens. While that's evil DM fun for a while, it ties you in my
opinion way too rigidly to the whole scheme.
Stop fucking with us... |
What I do instead is tend to brainstorm
likely events (and on occasion roll them on the old AD&D Oriental
Adventures events charts) and ask myself “how probable is this to
happen and if it does how intense will it be?” How far the track is
on the stable or weird side influences the number of dice I throw
Matrix game side when answering the question. If the Weird is riding
high, for instance, the chance of some kind of large scale
supernatural strangeness occurring goes up (the “argument”
strength goes up in other words).
Keep in mind the system is also
hardwired not to be a High Fantasy business. In a campaign
that is still really mostly about murderhoboes bouncing around
exploring a strange and dangerous, robbing it of its wealth and
blowing it in a debauch, saving the world from Chaos typically only
comes as a self-interested after thought. The G+ party just famously
saved the besieged city of Kezmarok facing an imminent collapse, but
only after pushing the Index up themselves session after session
disturbing the slumber of necromantic kings transitioning to
Kirbyesque space gods deep in the undercity.
The Index by itself moves spaces back
to balance--when in-game events and triggers don't keep propelling it
away. Which, of course, the players so often do with their mucking
around in places best kept locked and forgotten (cue the maniacal
laughter).
But where would be the fun if they
didn't?
I've been thinking about this on and off since you posted it. It could be a very useful way of summarising what otherwise are or would be multiple independent or part-dependent systems or cycles. It could also be given branches or sub-tracks to reflect multiple factors or foci, phenomena or inconsistencies in the nature of the world, maybe local or shifting in where they diverge, and extra dimensions alongside the weird.
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