Building Bhakashal – The Quantum Bandit
The idea is that the PCs picking a path creates the
encounter, sort of like observing a particle collapses the wave form and kills
the cat in Schrodinger’s famous experiment.
Bhakashal has it’s own version of this; I’ll call it the
quantum bandit after the event’s of today’s game. It is a crucial part of
sandbox play.
In AD&D1e there are encounter reaction rolls. They are
to be made when two potentially hostile parties approach each other. So, for
example, think of a group of PCs marching through the forest when they come upon
a bandit camp. In AD&D if the party engages in parley with the bandits then
the referee has to roll an encounter reaction roll.
If the PCs did not engage in parley, the bandits could just
attack or not attack at the DMs preference. But if they do, if they communicate
and the bandits can understand them, you roll to see how they react, anything from
immediate violence to extremely friendly.
Bhakashal generalizes this to ANY encounter between two groups,
whether they can speak and communicate or not. It also includes monsters and
animals. Monsters and animals have some heavy negative modifiers to encourage
violence. But regular NPCs have more modest modifiers.
In my experience, many DMs decide what NPCs do to react to
the party’s actions or appearance. They don’t let the dice decide, as this may
produce an anomalous result that “doesn’t fit”.
The thing is, the result only “doesn’t fit” because the referee
has a story to tell, an expectation about what will happen based on what they
want the party to achieve in the session. When the referee chooses the result
all the time, they get predictable, and the players start to be able to guess
how NPCs will react. The referee will often make similar decisions to keep
consistent, or to avoid being “too easy” on the players, or whatever.
Everyone thinks they are spontaneous and creative, but the
reality is that many refs fall into patterns that make the game dull and predictable,
and thus much easier. Sometimes, when you know what’s going to happen, it’s
less of a challenge.
When the roll is made in Bhakashal the referees job is to
interpret it, embodying the principle of RRTEI, Roll Randomly Then
Explain It. Of course, the referee can add modifiers of their own based on
context.
There are several advantages to rolling encounter reactions rather
than deciding:
1.
It surprises the referee
too. Since the reaction is rolled in play, the referee will be surprised by the
results too, which really adds to immersion, its like the game world is a separate
entity from the referee and the players, making it feel more real.
2.
It makes NPCs tactically opaque;
it is harder to predict what they will do. Rather than NPCs being automatically
hostile or friendly, each situation is different.
3.
For a significant portion
of NPCs in the game, there is no extensive backstory or context for them. In a
sandbox game where you pivot a lot, you don’t always have NPCs fully fleshed
out. As a result, PCs regularly run into NPCs whose sum total information is, “Bandit,
0-level, broadsword and mace, AC 7”. Some will just be “bandit”. When the referee
practices RRTEI, they immediately populate the NPCs background and create their
context when explaining the result.
Sandbox games do not do as much prep for the general
denizens of the game world as there are too many of them. Big NPCs sure, but
there are so many more NPCs that are not part of the main focus of the party’s
activities that they nonetheless encounter. By leaving this to a dice roll and
encounter reaction table, the referee is doing the work on the spot. This works
perfectly for a sandbox ref.
And it ends up adding immensely to the game.
Take an example from today’s game.
The party were on the hunt for the hideout of the Slave
Lords. They found the town of Suderham, and were in a tavern asking around to
find out more about the Slave Lords. Nothing specific, just general gossip and
basic information. Suderham in Bhakashal is a hidden city where ne’r do well’s
gather and hide from the law.
I told them the tavern was filled with sailors, fishermen
and bandits/mercenaries. I added that there were probably a few adventurers
around in the mix as well, and of course likely some thieves.
Now, one particular PC is a human fighter (in Bhakashal he
is referred to as an Emberi Mercenary), and he’s very big and very strong. He
looks like a tank. He’s been with the party for 3 years now, the PC is 8th
level and has a lot of scars. He carries himself like a seasoned fighter.
He saunters over to a table of bandits and announces that he
wants to sell his sword arm.
Plausible, simple and direct.
How do the bandits react?
Bhakashal’s encounter reaction system kicks in. The PCs are
not in Bhakashal, so many of the modifiers don’t work here, no one in the Inn knows
these chuckleheads are Bhakashal lords. They just see a tough looking warrior.
The roll can lead to a number of reactions:
Violence
Hostility
Unfriendly Indifference
Indifference
Friendly Indifference
Friendly
Friendly and curious
Friendly and helpful
Friendly and very helpful
Today I rolled “friendly and helpful”
So why would a group of bandits/mercenaries be friendly and helpful with an outsider who is looking to make some coin?
My job as a referee is to interpret this result.
What I know is that this is a hidden city where bad people go to hide, do nefarious business, trade contraband, buy and sell slaves, and recruit malcontents.
A low roll could have meant they saw him as competition and wanted to take him out, or that one of them had recently been beaten badly and wanted to take out some random guy to show they still had the juice.
But this was a high, positive roll.
I decided that these bandits/mercenaries worked in a group and sold their services to various employers, and they spent a lot of time in Suderham. There are three powerful warlock’s that live in the city and rotate duty on city watch along with a patrol of soldiers and some Yeth hounds.
There’s Hephonal the Ghanite, a 7th level Yalan (snake folk) Warlock who travels with a pair of charmed wererats, Seu Yirra, a Chitin (insect folk) Thaumaturge (thief/magic-user) who uses poison and has a Ring of Reptilian Regeneration, and Bowbrak Wikal the Shunned, a 8th level Togmu (frog folk) Theurgist (fighter/illusionist) with a pet Maroon Dragon.
They are all on call if a serious strike force ever showed up at the city.
One of them, Hephonal the Ghanite, doesn’t like the mercenaries and has hassled them consistently when they are in the city. The bandits see this as the perfect opportunity to either have Hephonal killed without having to do it themselves or at least give him a bloody nose. They can’t confront him directly as he has the authority of the Slave Lords behind him and knows the bandits and their proxies well.
But the PC is a perfect tool.
This one roll has led to:
1.
A new task for the party to
fulfill, if they are successful the NPC bandits will share information about the
Slave Lords, specifically a secret entrance to their estate that goes
underground (essentially A4)
2.
A background for these
NPCs, they are sell-swords that run afoul of the city authorities regularly
3.
The party now knows that
there are people in the city who are not aligned with the Slave Lords, so they
have potential allies they can find and recruit or pump for information.
4.
They have formed an
alliance, thus thrusting them into the middle of a factionalized environment
and given them new enemies and new allies instantly.
5. The environment becomes more layered and real, and because this encounter wasn’t planned or forced, they feel like they are discovering something about the game world, rather than being railroaded into finding the Slave Lords and fighting them.
I find this immensely fun, and here’s the best part. When they set out I had NO IDEA how they were going to find and slay the Slave Lords, they planned to find a pirate ship and follow it back to the aerie of the Slave Lords and go from there. Because I didn’t know (and they didn’t know) how they were going to proceed, we discovered it together, in an emergent way.
It didn’t feel like a story being told, it felt like a world being explored.
Using encounter reaction tables and RRTEI, the referee, the dice and the players co-create the game world as they play. Every time this happens I feel a frisson of excitement, it’s an act of spontaneous creation, it feels visceral.
This is the heady wine of table top role playing, it’s exciting, it’s spontaneous, it’s unpredictable, and its immersive.
It’s also adaptive and allows the referee to move forward with minimal prep, building the environment as play occurs.
Bloody awesome.

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