This blog is the third in a series, in which I'm examining the relationship between rules and setting in D&D. The chosen setting? Fantasy Fucking Vietnam: a hellhole region on the borderlands, in which humanity is locked in a bitter, dirty war against goblins, orcs, and other creatures of Chaos.
If you're just joining in, here's a quick link to Part 1, and another link to part 2.
Before I jump into this week's topic, though, I wanted to say a brief word about the "Fantasy Fucking Vietnam" trope, and exactly why I'm approaching it this way.
Over on the OSR Reddit board, user charlesedwardumland pointed out that the trope was never originally intended as a 1:1 analogy of the Vietnam War. It was more an observation about a certain style of play, one that combined the high lethality of old school dungeon crawling with "combat as war."
Specifically, he felt that starting Level 1 characters off with a lot of Hit Points—as outlined in Part 2 of this series—ran counter to that play style.
Here's his comment in full:
It's an excellent counterpoint, and I want to thank him for bringing it up.
The main reason I'm aiming for a 1:1 analogy here—or as close to one as I can get—is that Goodman Games' Dungeon Crawl Classics already did a high lethality game with a bunch of low HP, press-ganged noobs. And as far as I'm concerned, they knocked it out of the damn park.
Bottom line, there was no reason for me to retread that same territory. If I was going to write anything on the subject at all, I wanted to try and bring something new to the table.
So started thinking about the idea of a Fantasy Fucking Vietnam in more literal terms, to see if I could come up with something a little more interesting. I started approaching it from the other side—the survivors, rather than the KIAs—to see if that would yield some more interesting results. That got me thinking about things like long term exhaustion, and battle fatigue.
And then then I started to think of Jimi Hendrix, Huey Cobras, and weird shit.
Which brings me to today's post:
Purple Haze All in My Brain
For once, you drew the short straw. The other adventurers—normally prone to ribbing you and giving you a hard time when you pull a shit job on missions—won't even look you in the eye.
Not this time.
The other short straw goes to Bregan. The gruff dwarf doesn't say much. But then, he never does.
There isn't much to do except sit and wait at the ambush site while the others hike the three miles to the tunnel's main entrance. If all goes according to plan, in a few hours' time, they'll be flushing the gobbos out to you—and to your "allies" in the trees.
You settle in, keeping eyes on the gobbos' burrow. Your companions slip though the underbrush, silent as ghosts.
"You see Kruppa?" Bregan asks.
"Yeah," you respond. "Bastard didn't even shake. First time I've seen him eager to go back underground."
The dwarf almost laughs. "You blame him?"
You risk a glimpse up. You think you see a winged shape, flitting between the high branches. You suppress a shudder.
Bregan leans close. "I tell you this, boy. I don't trust those tree-toppers. They're worse than the Chaos-damned elves. You hear me? Worse."
In the months you've known Bregan, the only thing you've ever heard him call worse than an elf was a goblin. And even then, he said the distinction was small.
You press him for reasons.
"Their magic is different," he says a last. "It gets inside your mind, boy. It'll drive you mad."
Hours pass. You take shifts watching the burrow for any signs of life. You even manage to get a little sleep.
You're on watch when you hear the sounds. They're faint at first. Distant. Hollow. A clash of steel. A shout. A flash and boom. Then, closer and louder, the noise of scurrying feet and the gibbering, croaking sound of the gobbos' language. You're up on your knees and drawing your knives before you're even conscious of the thought.
In the next second, the burrow is alive with activity. Dozens of goblins burst forth, crawling over each other like ants in their mad dash to escape. In seconds they're scurrying and running through the underbrush, scattering in so many directions you can't even begin to track them all.
It's a tactic, of course. One they use to overwhelm and confuse inexperienced hunters.
It's then that you risk another glance up. A stupid, stupid risk...
You just barely catch a glimpse in that half-second. The tree-topper has a slender, child-sized body. Its wings are large and colorful, like those of some exotic butterfly. And it seems to be scattering some kind of bright, purplish dust from its hands...
Bregan drags you to the ground, shouting in your ear. "Cover your eyes, damn you!"
You do as you're told. An instant later, you hear the goblins' agonized screams. You smell their burning flesh. You hear them frantically thrashing on the ground, trying to beat the flames out on their burning bodies.
It's several long seconds before you risk opening your eyes again. Bregan is already up and swearing oaths to his dwarven gods. You're inclined to join him, if only because you aren't sure yours are listening just now.
The entire hillside is littered with blackened goblin corpses. As if fire rained down from the heavens.
Only nothing else is burned. The trees and logs are still whole. The leaves are still green. In places where the morning sun hasn't reached, the grass is still damp and cool to the touch.
Gods... a phantom fire? One that only burns the flesh if you look at it?
Just what kind of "allies" did the King make in this war?
Up in the trees, you hear the sound of fluttering, butterfly-like wings.
The first thing I want to break down here is character alignment. If you're a player that came to the game anytime after AD&D 1e hit the shelves (read: after 1977), you're probably most familiar with the nine point alignment system. For better or worse, this has become the "classic" D&D alignment system, having survived through every subsequent edition of the game except 4th.
Rules Cyclopedia, however, is a compilation and refinement of the various BECMI boxed sets. Meaning it uses the simpler, single axis, Law vs. Chaos alignment system. While I have a lot of personal nostalgia for that nine point system, in practice I find this is the better of the two. That said, I still think it can use some tweaking, and for that we're going to once again return to the indie OSR movement, and their interpretations of the rules.
Page 10 of the Rules Cyclopedia defines alignment as a "code of behavior which guides the actions and thoughts of a character or monster." It gets into specific examples, but generally reduces alignment to nothing more than a simple moral code, with very little to distinguish it from the average person's definition of good and evil.
Compare that to James Raggi's definition of alignment on page 8 of Lamentations of the Flame Princess:
"Alignment is a character's orientation on a cosmic scale. It has nothing to do with a character's allegiances, personality, morality, or actions. Alignment is mostly used to determine how a character is affected by certain magical elements in the game."
That last sentence is important, and we're going to come back to it. But first I want to jump to Dungeon Crawl Classics, and its take on Law vs. Chaos.
Dungeon Crawl Classics breaks down the three alignments on page 24 of the rulebook, and it combines "moral outlook" approach of Rules Cyclopedia with the "cosmic orientation" of LotFP. While I'm planning to disregard the "moral outlook" part, I do want to call attention to this snippet from their example of a Lawfully aligned character:
"Fundamentally, Lawful characters choose the path of mankind over the path of supernatural dominance."
This sentence serves as a good, succinct breakdown of the entire war on the borderlands, which in my mind is an updated, nastier version of the one in Poul Anderson's Appendix N classic, Three Hearts and Three Lions.
Quoting from page 25 of my Doubleday hardcover edition:
Holger got the idea that a perpetual struggle went on between primeval forces of Law and Chaos. No, not forces exactly. Modes of existence? A terrestrial reflection of the spiritual conflict between heaven and hell? In any case, humans were the chief agents on earth of Law, though most of them were only so unconsciously and some, like witches and warlocks and evildoers, had sold out to Chaos. A few nonhuman beings also stood for Law. Ranged against them was almost the whole of Middle World, which seemed to include realms like Faerie, Trollheim, and the Giants—an actual creation of Chaos.
In this setting, goblins and orcs aren't Chaotically aligned because of how they see the world. They're actual creations of Chaos, whose warring and raiding against human settlements ultimately serves the purpose of universal Entropy. No expense must be spared in the fight against them.
At least, that's going to be the King's justification for it.
But to a bunch of conscript adventurers, none of it will much matter. Their primary concern will be outsmarting and outlasting those goblins long enough to go home. As such, the majority of player characters in Fantasy Fucking Vietnam will probably be Neutral.
There are two class exceptions, though. Both Magic-Users and Elves must be Chaotically aligned.
This has to do with the second part of James Raggi's alignment definition, above, and with Poul Anderson's explanation of the war between Chaos and Law.
The basic idea here is that Arcane magic involves temporarily violating and reshaping reality. That's an inherently Chaotic act, no matter how you slice it. Anyone doing so is tapping into forces they don't fully comprehend, gradually speeding up the Entropy of the universe with each spell, whether they intend to or not.
And if we're treating alignment as cosmic orientation rather than moral outlook, then this fact is far more important than whether or not they believe in the actual cause of Law over Chaos.
But remember, rules (and rules changes) should imply something about setting. So let's apply that to this PC alignment restriction.
If magic involves messing with Chaos and Chaos energies, let's say the elves were the ones who invited it into the world eons ago. Maybe back when the elves still built and lived in cities, they did the whole "Pandora's Box" thing, unleashing a power they thought they could control. It completely destroyed High Elven civilization, scattering the survivors into small wooded enclaves. Now, as an act of atonement, the elves' descendants have agreed to help humans in the war against the Chaos they helped usher into the world.
Not that this promise has done much to earn the trust of the humans, dwarves, and other races fighting the Chaos hordes on the borderlands. I'm imagining Elves would be mostly shunned outsiders, likely having to work to overcome severe racism and hatred on the part of their adventuring companions.
Human Magic-Users, too, would be characters messing with forces they don't entirely understand. They'd be under great suspicion, and only a few would ever earn enough trust to become bonded kingsmen. The rest would probably be treated similarly to Elves, shunned if not outright hated, until they managed to prove their mettle under fire.
Fairies Wear Boots, and Ya Gotta Believe Me
The second thing I want to talk about this week is the character class I'd introduce as a replacement for Clerics: Tree-toppers, aka Fairies.
The fact is, if you're going to enhance the Fantasy Fucking Vietnam vibe, you need flyers of some kind. Vietnam was the first large scale "helicopter war," with helos serving in attack, transport, and medevac roles. It changed the entire nature of the battlefield, and you need to put that capability somewhat within the PC's reach, if only for the occasional "combined arms" missions with allies.
I also wanted something a bit hippie and trippy feeling, and last week's viewing of Ralph Bakshi's animated, post apocalyptic acid-trip Wizards certainly provided some inspiration here. If you've never seen it, my full review can give you a run-down, but I highly recommend seeking out this underrated gem of 70's animation yourself.
As to how I'd run a Fairy class, I'd probably start with the Halfling class and begin tweaking from there. I think keeping the rough physical characteristics and woodland abilities makes sense. Likewise with the combat bonuses against bigger creatures. I'd bump the average weight down from 60 pounds to about 30 or 40 at most, to account for flying ability and slender build.
Speaking of the wings and flying ability, I'd take them from the optional Phaelim race, from the Basic Fantasy Roleplaying Game. An unencumbered Fairy can fly for 10 rounds, but must rest for the same amount of time afterward. A lightly encumbered Fairy can fly for five rounds, but must rest for twice that amount of time afterward.
As for prime requisites I'd keep Dexterity, but swap out Strength for Wisdom.
In order to give the PCs some more spell-casting options, I'd also use Fairies to re-introduce a subclass from AD&D 1e, one that I felt got the shaft in later editions: Illusionists. Back in 1e, Illusionists were highly differentiated from Magic Users, with a spell list that had very little overlap. I'd have my Fairies take their spells exclusively from this list, while following the XP and Spell Progression table of the Elf class.
I also wouldn't have them follow the Chaotic alignment restriction of the Elves and the Magic Users. Whereas Arcane magic is temporarily altering and reshaping reality, thereby breaking down the natural order, Illusion magic is simply altering the target's perception of it. Sure, a powerful enough illusion can convince the target he's falling off a cliff or burning alive. But the same forces aren't at play on a cosmic scale.
And besides, in practice it's mostly going to be smaller-scale stuff: causing the target to hallucinate things and hear noises that aren't there. You know, like this completely real chemical weapon that's been in U.S. stockpiles since 1955, and has allegedly been duplicated and used by several countries in years since.
Told you all I've been thinking about weird shit...
Anyway, that's about all I've got for this week. Next time I'll have some more thoughts on the Thief class, skills, and skill resolution. And maybe some stuff on the makeup and organization of the Chaos side of the war.
Until then, stay careful out there. Keep collecting the bounties. And for the love of Bahamut, if you hear fluttering wings in the trees, don't look up. The tree-toppers are on our side. But accidents happen. And we don't need anyone hallucinating three-headed purple tigers or some shit, and screaming off into the woods.
Last week, I mentioned the idea of running a "fantasy Vietnam" campaign: treating the adventurers as mostly unwilling draftees, gathered up from disparate villages across the kingdom, and trundling them off to hot-spots on the borderland to serve in a rapidly-escalating war agains orcs, goblins, and other inhuman creatures. A dungeon-crawling dirty war, conducted with fire magic and bloody steel.
As a brief side note, a fellow gamer on the OSR Facebook group politely informed me the proper term for the trope is actually "Fantasy Fucking Vietnam." And that the first use of the term might actually be on this Dragonsfoot board from 2005.
He also shared a ton of useful links that I'm still pursuing, which means this idle little thought experiment of mine might expand in scope as I keep working on it.
Anyway, there isn't really a "perfect" edition of D&D to do this with, which means I'll be kitbashing one together, stealing rules from various editions and other OSR systems as I go.
That said, there is a method to the madness, something I'm hoping will become clearer in this post.
As I previously mentioned, one of the guiding principles I'm exploring in this blog series is that the game's rules should imply something about the setting. As such, all of the tweaks and twists I'm making should create a specific effect, either evoking the tropes found in Vietnam war movies, striving to re-create something found on the historical battlefield, or some mixture of both.
One quick admin note before I roll onward. Up until now, I've been working with various B/X retro clones. Some of them are fantastic, particularly James Raggi IV's Lamentations of the Flame Princess. I've talked about how much I love that system before, and I'll stand by that statement. In fact, expect to see more than a few of his ideas of make an appearance in this kitbash.
But from here on out, I'll be using the D&D Rules Cyclopedia as my base document. I just ordered a POD copy from DrivethruRPG. In my not-so-humble opinion, the Rules Cyclopedia is the best edition of D&D ever produced, and arguably the single best product TSR ever made. If you want to follow along, but don't feel like buying a copy, Dark Dungeons is a available as a free, "close-as-you-can-get-it" retro clone.
MASH on the Borderland
It's been three weeks, and four missions down in the tunnels. That smiling little swordsman from Dragonfall was the first to die. A rusty gobbo spear through the gut, then swarmed and hacked to death by a dozen of the little devils. He died crying for his momma.
Bastards didn't even leave enough of him to box up and send back to her.
You still haven't written home. You aren't sure what you can say. The borderland isn't anything like your old militia service back home. Twice-yearly pike drills in the village square didn't do anything to prepare you for this.
How could it?
Last mission, you ended up separated from the party. A gobbo caught you and tried to pin you with one of those poison-tipped knives. You wrestled with him, staring into those hateful red eyes, smelling that rank breath. You only lived because you became more animal than he was. You sank your teeth into his neck, biting until you tasted his black, oily blood.
"Dear Mom" your unfinished letter reads. You haven't gotten any farther.
Easing yourself out of the bed in the adventurers' barracks, you decide to go down to the infirmary. Stitches pull tight beneath blood-crusted bandages, bringing a wince of pain. Some of the newer wounds rip open again. The older ones hold tight, thank the gods.
Three of you made it out of that last tunnel. The healers took good care of you, as always. They even found a bed for Kruppa, the party thief.
Kruppa... He was in bad shape when you got back. Almost didn't make it. The healers managed to stabilize him, but that was about it. Rumors said he stopped breathing last night, and one of the Sisters of Mercy had to perform their sacred "Kiss of Life" to revive him.
Fact was, Kruppa probably didn't have much time. And while forming attachments wasn't smart on the borderland—your first trip into the tunnels taught you that—you found yourself liking him.
You see the gathered crowd from halfway across the courtyard. Off duty kingsmen, civilians, tradesmen... everyone not otherwise engaged in their duties is crowded outside the infirmary building.
You spy Bregan the dwarf, standing on a barrel and cursing to himself, trying to see over the crush. You approach and ask what gives.
"They brought in one of the healing Clerics," the dwarf says.
A healing Cleric? Gods...
You've heard them. Holy beings, so the stories go. Mortals so touched with the divine they could call on miraculous healing powers.
You only half believed they were real.
You only half believed they'd be here, in this gods-forsaken hellhole.
All at once, a ghostly hush goes over the crowd. Something's happening. You try catch a glimpse through the infirmary's stone archway.
What you see is something that looks so out of place you still aren't sure your mind didn't make it up. The woman is saintly-looking, with platinum hair and perfect features. There isn't a speck of dirt on her. For the briefest second, she locks eyes with you. They're the deepest blue you've ever seen. Like the sky itself...
She lays a hand on Kruppa's forehead. She whispers something you can't hear. Then there's a flash. A white light like nothing you've ever seen. It will be weeks before you can even describe the feeling of warmth and love you feel in that moment. For a time, the memory of it almost makes the Hell of the borderlands seem tolerable.
"Kruppa's going to be okay," Bregan says. The crowd's beginning to break up now. You hardly even noticed.
The dwarf nudges you. "Come on," he says. "Patrol's headed north in an hour. Some FNG's out of Hooktooth. Told them we'd tag along. Should be an easy day's work. Earn earn enough for a bed and another meal."
A bed. Another meal. Gods. You remember when life meant more.
"An hour," you say absently. Your voice sounds hollow to your own ears.
You're tired. Your wounds ache. You know you need at least a week to recover. But you don't have it. Right now, you have about forty five minutes. And you need all of it to sharpen your knives, pack your kit, and tie everything down so it doesn't make a sound when you walk.
Because right now, you have to go down into the earth and collect goblin ears.
One of the things I believe a "Fantasy Fucking Vietnam" campaign needs to do is portray the gradual degradation of the PCs from fresh-faced, raw recruits into haggard, bone-weary short-timers. But BECMI simply isn't built that way. Like all editions of D&D, it's built around the idea that your PCs will start out as weak 1st level characters, and get progressively stronger and more powerful through their adventures.
So the first change I'd make is to the way starting Hit Points are generated. The method is one I'm cribbing from Goblinoid Games' awesome Mutant Future, by Daniel Proctor and Ryan Denison.
After rolling 3d6 in order to determine stats—no cheating here—use the player's CON score to determine the number of hit dice the player rolls. Fighters and Dwarves use a d6. All others use a d4.
So for example, a Fighter with with a 13 CON rolls 13d6, coming up with 46 HP. An Elf with with a 15 CON rolls 15d4, coming up with 38 HP. A Thief with 10 CON rolls 10d4 coming up with 27 HP, etc.
Those hit points are all the hit points the character will ever have. Or rather, they're the character's permanent max. No more hit points are gained from leveling up.
It's also important to note that when rolling, you shouldn't apply ability score adjustments for high or low CON scores to the die rolls. Those bonuses and penalties will come into play later, but not at character generation, and not for determining total hit points.
Other benefits to leveling up, such as THAC0 (or Base Attack Bonus if you're kitbashing with a different system), spells, skills, and saving throws, are all still in play. But in Fantasy Fucking Vietnam, characters start with all the HP they'll ever be able to accrue.
The next major change I'd make is that I'd remove Clerics as a player character option. In fact, I'd remove healing magic from the field altogether, except for at rear-echelon, MASH-type units. It would only be available in limited supply, and reserved for the gravest extreme. Most of the time, PCs would simply have to do without.
This gets back to a point I made in the introduction, about how rules—and rules changes—should imply something about the setting. By striking Clerics from the list of available classes, I'm not just removing a bunch of player options. I'm saying something about the way the world around the PCs works.
Clerics themselves could be rare individuals, to the point where no one would ever risk sending them out into the field on a combat operation. There may only be a few dozen of them in the theater of operations, and twice that in the entire world. They'd be highly protected, with 24 hour security details wherever they went. The death just of one would be a crippling blow to the war effort. If one ever fell into enemy hands, a rescue mission would be the area commander's top priority.
And if a long range recon mission happened to learn of the existence of Druids—another class I would disallow for the players—it would have far-reaching consequences. More healing magic, and potentially limitless ability to strike at he goblins on their own turf? Area commanders would undoubtedly hire the PCs to escort them deep into Druid territory, in an effort to negotiate an alliance with the Neutral Druids, hoping to gain a powerful ally in the war against the Chaotic goblins.
Of course, the Druids might not be too happy to see the intrusive humans from the borderland keep, with their unchecked logging and hunting practices. The Druids may see them no differently than they do the goblins.
So what does this mean for healing, then, if magic is effectively cut out of the equation?
The way I see it, they have two options. The first is the Healing skill, detailed on page 83 of the Rules Cyclopedia. In short, a trained character can render first aid and heal 1d3 points of damage on one set of wounds, usually defined as Hit Points lost in one combat situation or encounter.
The second option is recovering hit points through rest. Swiping a bit from Lamentations of the Flame Princess, the characters recover 1d3 HP per full day of rest. But to put a house-ruled spin on it, this rest applies only when not in field conditions. Characters must be in a relatively sanitary and safe location, with the ability to keep their wounds clean and protected.
This is also where the bonus ability score adjustment for high or low CON score comes into play. Apply this modifier to each d3 roll as the PCs are recovering, but only when resting in the rear.
For example, let's say you have a thief who lost a total of 22 HP on his last mission. First aid in the field helped him recover 3, so now he's only down 19. Back at the infirmary, the Healers clean and bind his wounds more throughly and put him on bed rest, aka "three hots and a cot." On his first day, he rolls a 2 on his 1d3. But his CON score of 14 gives him a +1 bonus, bringing that up to a 3. So by the end of day one, he's only down 16 HP.
On the other end of things, the thief's wizard companion lost a total of 12 HP. Back at the Infirmary, the Healers again do their best, binding and cleaning his wounds and putting him on bed rest. But the wizard's CON score of 5 applies a -2 penalty to all rest and recovery rolls. Rolling a 1d3 for his first night, the player comes up with a 1. Applying the -2 penalty, the result is that the wizard's wound festers, and he actually takes an additional point of damage overnight.
Taking all of these rules changes together—high HP at character generation, rare or nonexistent healing magic, and slow natural recovery times—what happens is that a very different sort of play style emerges.
You have PC's who gradually get better at fighting, even as they're being physically ground down by the grueling operational tempo. To help maintain the effect, I'd be careful not to allow too many R&R days in between missions. The idea is after that first mission into the tunnels, at least half of the adventuring party would begin every dungeon crawl as "walking wounded," sometimes missing as much as 10 HP or more.
The other idea is that for a grievously wounded character—one who's been denied magical healing—it can take up to a month to fully recover from injuries. And characters with a low CON score may just fester and die in the hospital altogether.
Admittedly, the changes made in this segment of my kitbash experiment are big ones, but that's because they're intended to produce big effects. The PC's in a Fantasy Fucking Vietnam campaign shouldn't be eager adventurers looking for increased fame and fortune. They should be wary survivors facing mounting exhaustion and eroding ideals.
I still have more rules changes to talk about in the coming weeks, most of them smaller and far less dramatic than this one. I have some thoughts on using simplified crit tables in conjunction with exploding damage die, for example. And I'm still noodling around with how to mess with skills and proficiencies.
Anyway, I think you've all earned some R&R. Go ahead and kick back, drink a cold beer, and blast some Hendrix tapes. Do your best to forget the world outside the wire.
Also, be careful who you let into your hooch tonight. Scuttlebutt says the gobbos caught and tortured an illusionist last week. Patrol found his body just north of the Ogre's Fist. What was left of it, anyway.
But they didn't find his spell book. Consider yourselves forewarned.
So against all odds, my regular D&D group will apparently be meeting up for a session this weekend.
On an entirely unrelated note: at this time, I will not be answering any questions regarding my whereabouts during the recent Blood Moon. Nor will I discuss the fiendish and ululant cries heard from the ancient monoliths in the shunned circle by the Old Whatley farm.
Jokes aside, adult life just has a way of making it difficult to keep up with a game sometimes. Responsibilities and obligations come up, couples travel, people get sick, and sometimes it all happens at once.
Bottom line, we haven't had the chance to sit around the table and throw some dice together in about four months, and I'm looking forward to it. We've been running through a heavily house-ruled version of Curse of Strahd, and we're within spitting distance of the endgame.
That said, one side effect of all that down-time in between sessions is that I've been wondering what I'd do next time I had the chance to run a game. As much as I've been enjoying running Curse of Strahd, part of me just wants to dial it back to something simpler.
In particular, a couple comments on Twitter got me thinking about what my "perfect" D&D would look like:
As I mentioned in this post a couple of months back, I've always played the game by cobbling rules together from various editions. But I'm going to give Demilich Jim a big hat-tip here for borrowing the perfect term for it from the model-building community.
Demilich Jim also wrote an awesome thread about a month ago, one that's well worth a read for anyone with plans to do some D&D kitbashing. The meat of Jim's argument is that the rules of the game imply a great deal about the setting, whether you're using a published setting or not. I made a similar point around the same time, when I argued the implied setting of the AD&D core rulebooks was inherently post apocalyptic.
So with Jon Mollison's "Fantasy Vietnam" as an implied setting, and the B/X ruleset a jumping off point, lets get bashing!
WELCOME TO HELL
My first assumption about a "Fantasy Vietnam" would be that it's just going to be stupidly lethal.
I'm imagining groups of player characters gathered from their home villages by the local king, each selected on the basis of "general fitness for service to the forces of Law."
While not inducted into the army per se, each adventurer would be given a signed warrant, authorizing them to use force against orcs, goblins, and other creatures of Chaos. Then they'd be gathered into groups of four or five, tossed into the back of a wagon, and unceremoniously trundled off to some far off keep on the borderlands, where the local authorities would proceed to treat them like FNG combat replacements.
Of course, as the new guys, they'd be given the shittiest details and the worst assignments. The crusty old sergeant in charge of the local garrison would be some guy missing fingers, with one dead eye. He'd offer up only one bit of smirking advice to the new arrivals: the gobbos can see yer body heat down there in the dark. Best to slather up with grease paint before goin' down in the earth. Messes with their vision.
The only other thing he'd say before kicking the PCs out of his office would be that one pair of goblin ears per day buys a warm bed in the adventurers' barracks. Another pair of goblin ears gets them a hot meal at morning reveille. Any others they collect, he'll pay a three copper bounty for.
Welcome to Hell. Don't worry. Most of you won't be staying long.
BUT D.I.D. HE DIE?
With the setting briefly sketched out, it's time to think about the rules I'd use to help bring it to life. I have a few in mind I'm planning to detail in the coming weeks, things like critical hit tables, trap result dice, and a setting-specific redesign of skills checks (and the Thief class).
Most of it is going to be geared towards making this setting much more lethal, or at least giving the damage results a little more flavor. But what I wanted to talk about today is one of the most important parts of a "fantasy Vietnam" campaign, or of any game dealing heavily with war and warriors: the all-important near miss.
To that end, I have a house rule I plan on using for this hypothetical game: the Divine Intervention Die, aka the Final Death Save.
So... real talk for a minute. I'm a veteran. I served a few tours in Iraq.
I generally don't spend a lot of time talking about my military experiences, unless I'm around other guys that were there to share them with me. It's nothing personal. It's just the way it is. What I've noticed about guys that have actually "been there" is that most of them tend not to talk about it. This is especially true of most of the Vietnam guys I've met.
But wars produce war stories, and a significant number of those stories are bullshit. Vietnam, in particular, seemed to turn stolen valor into a fucking cottage industry for a time. Iraq and Afghanistan would have been on track to follow suit, but social media and the internet have made it easier to call out fakers.
Anyway, a huge number of war stories—both real and bullshit—center around some last-minute, million-to-one escape from certain death. The aforementioned near miss. I'm sure you've all heard the old one about the soldier who got shot in the chest, but survived because the Bible he was carrying in his front pocket stopped the bullet. Or maybe you've heard that same story, but with a flask of whiskey in place of the Bible.
Personally, I believe both of them are one hundred percent true, and I believe they've both happened more than once. I've personally seen a man survive being shot because the bullet got caught in one of the grenades he was carrying in his web gear.
You see that kind of shit, folks, and you start believing anything is possible.
Bottom line, I wanted a mechanic to simulate those tiny, last minute turns of fate. After all, when everything else is gone—hit points, spells, and saving throws—what's left but sheer chance and divine intervention?
In game, the mechanic is simple: When the PC is reduced to 0 HP, or when they've failed a death save, the player rolls a d20. They MUST roll a natural 20. No modifiers apply.
If a 20 is rolled, the character survives, and the DM narrates how, doing his best to make it something worthy of a good war story at the local tavern.
If the result is anything else, the result is failure, and the character is dead.
Of course you can use any d20. But for my own table, I picked up these 2001: A Space Odyssey-inspired HAL d20.01s, from Gio Lasar Design. They cost me around $9.00, plus shipping. Honestly, I like the idea of a character's final fate resting on a die covered in mostly blank and meaningless faces.
Seems a perfect metaphor for Mollison's fantasy Vietnam.
Anyway, I'll have some more on this in the coming weeks. In the mean time, go out and draft a bunch of Fifth Edition players, crank "Fortunate Son" on the boombox, and force them to roll 3d6 in order.
When they say they want to play an Tiefling Hexblade Sorcerer, tell them they only rolled good enough to play a Fighter or a Dwarf. And tell them they'd better decide quick.
The goblins upriver are getting restless. And the next patrol is starting in an hour.
I'm an award-winning science fiction and fantasy writer based out of North Carolina. This is where I scream into the digital void. I like cookies.