Stat Conversion – 1d100 to Powered by the Apocalypse

If you’re interested in running oldschool characters in a PbtA system, or using PbtA moves in a d100-based game, you need a way to convert stats and moves between the two systems. Here is my 1d100 to PbtA Stats conversion table…

1d100		AW10		 AW7
01-03	 = 	-2	 = 	-5
04-09	 = 	-1	 = 	-4
10-17	 = 	+0	 = 	-3
18-28	 = 	+1	 = 	-2
29-42	 = 	+2	 = 	-1
43-59	 = 	+3	 = 	+0
60-73	 = 	+4	 = 	+1
74-84	 = 	+5	 = 	+2
85-92	 = 	+6	 = 	+3
93-98	 = 	+7	 = 	+4
99-00	 = 	+8	 = 	+5

So…

  • If you have a % skill score between 29 and 42 (inclusive), that translates to a +2 on 2d6 where 10 = success.
  • +4 is the highest (and -2 the lowest) you typically see in AW, but I included higher and lower mods just because.
  • If you have a +2 in AW terms, this is the same as saying “roll 42 or lower on 1d100” (for a Full Success).
  • Note that the row for partial success (AW7) is always 3 rows down from full success (AW10).
  • The numbers are very close to accurate; the margin of error in this 3-row-jump is only +/- 1% in the worst cases.

    How to use this:

    To import a 1d100 skill/stat into an AW game:

    • Consult the row for your 1d100 %score and look under the AW10 column. This is your AW mod for that roll.

    Example: A PC with a %score of 42 would have a +2 mod for that skill/stat in an AW game.

    To import a 1d100 action resolution roll into an AW game:

    • Consult the rows for your AW Stat under the AW10 column (Full Success) and the AW7 column (Partial). The high-end of the range shown is the number you must roll lower than.

    Example: A PC with a +2 needs to roll below 42 for Full Success, and anything from there to 84 is a Partial Success.

    To import an AW move into a 1d100 game:

    • Hitting your %score or lower is a Full Success (10+);
      hitting within 3 rows down from there is a Partial Success (7-9).

    Example: A PC with a %score of 42 needs to roll below 42 (ie hit on their score) for Full Success (10+ result), and anything from there to 84 (3 rows down) is a Partial Success (7-9 result).

  • Roleplaying Games – Where’s the Art?

    Roleplaying Games – Where’s the Art?

    Over at Coming Out of the Basement, Jack Stephenson-Carr is engaging in an in-depth analysis of the question (and the assumptions behind the question): “Are Roleplaying Games Art?”

    Here’s my take on it.

    Certainly they are, if they convey meaning. But they’re not guaranteed to do that, because there’s a lot of subjectivity involved. As a Player only you can tell me if this particular session carried meaning to you, and was therefore art for you. But of course there are more levels than that. At which level is art to be found? Let’s look.

    When we consider the question of what an RPG is, we can easily see a difference between the act of design and the act of play. This, along with the not-merely-serendipitous second meaning of the word “play,” readily leads us to make categorical distinctions similar to those we apply to the theater. In that model, the script, with its characters, events, dialogue and stage instructions, is a piece of art designed by one set of artists called “playwrites,” to be interpreted by another set of artists called “directors,” who arrange and elucidate meaning (sometimes completely at odds with the writer’s own) from that script.

    But we’re not done yet, because in order to do that, those directors rely on yet a third set of artists called “actors,” each of whom brings a unique flavor to a role and extracts even more meaning from the script than the director alone.

    Finally we come to that last and most abstract class of artists, and I recognize this is perhaps a philosophical point but an important one: every member of the audience is an artist in their own right, for each is determining their own internal meaning while observing the work, which meaning may be so far removed from any of the other artists’ intentions that it might even be considered “wrong”. And yet there it is, and they’re going home right now to explain it to a friend.

    Let’s stop thinking about theaters for a minute and look at episodic TV shows, because I want to illustrate a point about starting and stopping. When this week’s episode of a popular TV series ends, the fans get seven days to stop watching and converse with each other about what they’ve seen, coming to a general consensus about how it “should” be interpreted, or at least consolidating their observations from different viewpoints and coming to a more or less “common awareness” of the main themes and questions at play. And by the next week, same bat time, same bat channel, they’re all pretty much on the same page and prepared to dive deeper into the storyworld.

    Like I implied above, it’s tempting to construct a direct 1:1 allegory between theatrical productions and the RPG industry: Game Designers are Playwrites, GMs are Directors, and Players are Actors. But at the lower end the allegory starts to break down. Because aside from the fact that the GM is also an Actor much of the time, there another important point that gets lost, and it’s about this “audience” thing.

    Audiences are not mere passive containers of an artist’s distilled meaning. They are dynamic interpreters or even creators of meaning, and if the timing or structure of the medium allows it, they will share those interpretations with others in the audience until a certain level of group satisfaction with a general set of interpretations is reached. The act of interpretation is thus distributed across the entire audience as a whole. These distributed communications can even feed back and affect the original writers (as is often the case in soap operas, where market research can determine whether a character lives or dies).

    See, both the GM and the Players ARE AUDIENCE MEMBERS as well. The face-to-face nature of the tabletop game – allowing interruption and direct interrogation like all conversation, along with the turn-based mechanic through which the fiction proceeds – empowers these audience members to update each other’s artistic interpretations of the emerging storyworld in realtime, as it is happening (or almost immediately thereafter), giving them all the psychological cohesion and directional feedback capability of a fanatical TV audience – with the director sitting in their living room.

    I submit that a different type of art is potentially being created at each of these levels.

    Whether it makes it across to you is another question.

    The F.I.R.M. System – How Interactive Are Your Media?

    The word "Interactive" has been applied to virtually everything, from electronic toys to sophisticated works of tech-art. But what exactly is "Interactivity"? The computer has been described as "an interactive tool". But if I pick up a hammer and feel its weight in my hand, am I not interacting with the tool?

    We could argue this topic alone for hours on end without reaching any definitive conclusion. One of the problems is that the word can be applied to so many fields that it soon becomes impossible to determine whether or not we’re still talking about the same thing, or things.

    Headlong into the abyss I plunge…

    I have decided for the purposes of this document to consider Interactivity as it relates to a wide variety of media, and to rate, as best I can, these media in terms of their relative interactivity. I shall, for the purposes of this document, include within the definition of Interactive traits some which I actually consider more Immersive than Interactive; these have been included because I feel that there is probably a synergistic effect between the two which might go unnoticed otherwise.

    Interactivity in a Medium, then, is comprised of the following five traits/factors: Immersion, Realism, Range, Response Speed, and Logical Consistency. The following system provides a means of rating these five factors on a scale of 0 to 5. Adding up a Medium’s scores in each of these five categories yields the Medium’s total "F.I.R.M." score ("Foley Interactivity Rating for Media"), a scale of 0 to 25.



    CATEGORY:

    RATING/CONDITION:

    IMMERSION:

    1 point for each sense that receives input (max 5)

    REALISM
    (RATED SEPARATELY FOR EACH SENSE COUNTED ABOVE):

    (Immersion Score x 1) if completely realistic {ie, reasonably close to normal human sensory abilities}

    (Immersion Score x 1/2) if implied/digitized/imperfect

    (0) if non-existent or only implied

    FLEX RANGE:

    5 for Complete range {presentation capable of generating a completely unique end-state every time}

    4 for Broad range {presentation possesses a large but limited number of end-states; too many to possibly learn/experience each individual one}

    3 for Moderate range {presentation possesses a moderate number of end-states; not too many to learn if dedicated or systematic}

    2 for Limited range {presentation possesses only a small number of end-states, range is easily learned}

    1 for Binary range {presentation possesses only two end-states}

    0 for No range {presentation is linear, it cannot change at all, possesses only one end-state.}

    RESPONSE SPEED (for all media with a RANGE greater than 0):

    5 for responses measured in microseconds

    4 for responses measured in milliseconds

    3 for responses measured in seconds

    2 for responses measured in decaseconds

    1 for responses measured in minutes

    LOGICAL CONSISTENCY:

    5 if completely logical on all levels; all events are explained and connected meaningfully

    4 if only Central and Secondary events are explained and connected meaningfully

    3 if only Central events are explained and connected meaningfully

    2 if the vast majority of events are not explained or connected meaningfully

    1 if logic is fragile or partial; events are so poorly explained and/or connected that projection and willful suspension of disbelief must be applied.

    0 if logic is completely absent; all events are absolutely arbitrary and determined at random, without explanation nor connection.

    Now that we have this rating system, let’s play with it!

    Here is a table of various media along with their interactivity scores under the F.I.R.M. system. One of the things I discovered while creating this table is that recreational activities of all sorts could be mapped onto the scale and considered relatively to the media forms.

    MEDIA/ACTIVITY   IMMER   REAL.   FLEX.   RESP.   LOGIC   TOTAL  

    ==============

     

    =====

     

    =====

     

    =====

     

    =====

     

    =====

     

    =====

     

    Reading

     

    1

     

    0

     

    0

     

     

     

    1

     

    Watching TV Cartoons

     

    2

     

    1

     

    0

     

     

     

    3

     

    Watching TV Drama/Comedy

     

    2

     

    2

     

    0

     

     

     

    4

     

    Viewing Movie/Play

     

    2

     

    2

     

    0

     

     

     

    4

     

    Watching Sensorama

     

    4

     

    4

     

    0

     

     

     

    8

     

    Being at a Rock Concert

     

    2

     

    2

     

    1

     

    1

     

    5

     

    11

     

    Using Computer (Text)

     

    1

     

    0

     

    4

     

    3-4

     

    5

     

    13.5

     

    Playing BattleTech

     

    2

     

    1.5

     

    3

     

    4

     

    3

     

    13.5

     

    BBS’ing

     

    1

     

    0

     

    4

     

    3-4

     

    5

     

    13.5

     

    Using Computer (Graphic)

     

    1

     

    0.5

     

    4

     

    3-4

     

    5

     

    14

     

    Playing Pac-Man

     

    2

     

    1

     

    2

     

    4

     

    5

     

    14

     

    Talking on the Phone

     

    1

     

    1

     

    4

     

    1-5

     

    5

     

    14.5

     

    Playing Computer RPG

     

    2

     

    1.5

     

    3

     

    4

     

    4

     

    14.5

     

    Helmet/Glove VR

     

    3

     

    2

     

    3

     

    4

     

    5

     

    17

     

    Talking Face-to-Face

     

    4

     

    4

     

    4

     

    1-5

     

    5

     

    20.5

     

    Walking Around in the World

     

    5

     

    5

     

    4

     

    1-5

     

    5

     

    22.5

     

    Direct Neural Interface

     

    5

     

    5

     

    5

     

    5

     

    5

     

    25

     

    "This is the world now: Move a fin and the world turns. Sit in a chair and pictures change."
    – Genesis P-Orridge

    What Does LVX Mean?

    A Brief Excursion into Qabalistic Semiotics.

    The answer’s rather involved, so remember – you asked for it!


    Step One: Lux = Light

    Remember that a Latin “U” is written as a “V”, so the word becomes “Lux”, which means “Light”. Light is the first object created (“Fiat Lux”, the first words spoken by the Lord = “let there be light”); yet paradoxically it does not behave like a physical object, and this points toward the non-“objectiveness” of all other “objects”. Light is also the fastest-moving thing, therefore it defines both the original essence and the ultimate limitations of this universe.


    Step Two: The Negative Existence

    The nature of G-d according to the Qabalah is described in a trinary structure called “The Negative Existence,” comprised of:

    • Ain,
    • Ain Soph, and
    • Ain Soph Aur.

    Loose Translation:

    • Ain = “Light” or “Nothing”
    • Ain Soph = “Limitless Light” or “No Nothing” (i.e., not even the knowledge of “nothing”), and
    • Ain Soph Aur = “Limitless Light in Extension” or “No Nothing Ever/Always”

    Thus the formula of creation is threefold, consisting of varying degrees of pure light. The second degree is in essence a denial of the first, and the third denies that, by extending through time. The ancient Qabalists were forced to define divinity this way due to the paradoxes which inevitably arise in human minds when confronted with 4th and higher dimensional thinking — this is what the Sepher Yetzirah (the seminal Qabalistic text) is all about.


    Step Three: The Death-Rebirth Cycle

    These three letters also are Qabalistically and visually/formally linked to the principle dynamic structure of all Western Mysticism, that of the Death-Rebirth Cycle. According to The Hermetic Order of the Golden Dawn:

    • L == Isis Mourning (Osiris slain by Set)
    • V == Apophis Triumphant (the Rule of Death)
    • X == Osiris Risen (dead-yet-alive, to rule in the new order)

    Many mystics go so far as to say that this cycle is the only dynamic evident in nature, as the direct interactions of all forces are governed by it. Here we see two mutually-opposed forces which interact to create a new, “elevated” state or force. This directly echoes Hegel’s “Thesis-Antithesis-Synthesis” model, as well as Gurdjieff’s “Law of Threes” and Buckminster Fuller’s “60-degree zero-vector matrix,” and similar structures literally permeate Western consciousness, lending further credence to the primacy of this dynamic. Obviously, we are not talking about literal death here, but rather death as a metaphor for all sorts of dynamic and transformative processes.


    In Summation

    Seen in this sense (and “spoken” in second-person, with a little application of poetic license), the phrase is intended as a sort of a “wish” or a “spell,” cast by the writer upon the reader:

    “May you die and be reborn,
    In the limitless extending Light of Godhead.”
    Methaphorical Meaning For Scientific Materialists:

    “May you change, and keep changing unto perfection.”