Showing posts with label My game. Show all posts
Showing posts with label My game. Show all posts

Sunday, June 21, 2020

The Lost Continent of Malzthurdän - a Gygax '75 Challenge campaign setting, Part 2

Week 2 of the Gygax '75 Challenge presents us with the following tasks: Make a map of the local area, populate it with important locations including a "base" starting town and a entrance to a dungeon that will be the focus of most of the adventures, and create a random encounter table.  Easier said than done.  I thought that this would be one of the quicker tasks, but I soon realized that it could become quite cumbersome.  I'm not an artist, so I didn't feel making a hand drawn map.  After a few days I came to grips with Hexographer, and was able to create a reasonable map of coastline, jungle region, and main river for the adventurers to explore.While it should have been fairly straight forward to create one random encounter table, I figures that there should be different tables for some of the different areas on my map, such as the swamp, the river, and the mountains.  It was tempting to default to the tables from B/X or the AD&D monster books, but I wanted something custom, so I settled on 4 separate tables. I'll probably update these as I find more/better monsters to populate them.  (I'm realizing that I have a very limited familiarity with the broad spectrum of monsters that have been created for D&D).  Part of wanting custom tables was wanting very specific monsters in this area. I wanted at least two intelligent "monster" factions in the area, and ones that would fit the theme.  Since this is "starting" area I setting on Lizardfolk and Ophidians, and one hidden group that could prove a strong ally to adventurers.



  1. Base camp/town - More on this in week 4, but unlike most starting towns, this is a very small outpost, more of a fortified camp.  Provisions are limited, but it is relatively safe.
  2. Lost colony? -  The remains of a village that could have been a previous human/demi-human colony?
  3. Remains of a ruin - First signs of an ancient demi-human civilization
  4. Lizardfolk Totem - A marker of the Lizardfolk.  Tributes can be found at the base.  Recent activity
  5. Forgotten monument - Another sign of ancient civilization. Some words, possible direction
  6. Trampled clearing - Do the gods walk here?
  7. Overgrown statue - You wouldn't know because of the vegetation growing on it, but this is a bronze statue of a long forgotten Elven hero.
  8. Lizardfolk village - Territorial, but willing to listen to reason
  9. Ophidian village 1 - Aggressive, superstitious, hungry
  10. Ophidian village 2 - Aggressive, VERY superstitious, knowledgeable
  11. Minor ruined buildings -Not much to see.  Possible clues to 12
  12. Ruined city - Dungeon Entrance - Broken buildings, overgrown streets. Doors lead to riches and bitter ends.
I've kept the descriptions of the numbered locations very brief at this point.  I will continue to develop these in greater detail in the future, but going by the example that Ray Otus gave in the challenge the level of detail I have currently is more than enough.

Jungle (and Hills)
 2D4   Encounter  Hook
 2 Stirges 
 3 Lizardfolk Scouting/Raiding party in Bullywug territory
 4 Giant Snake 
 5 Ophidians Guards/hunters from 9 or 10
 6 Jaguar 
 7 Baboon 
 8 Treant If encountered within 1 hex of 6, party encounters a Moot 

Jungle Mountains
 2D4   Encounter  Hook
 2 Roc 
 3 Giant Snake  
 4 Gorillas 
 5 Kobolds Guards/Hunters coming from 12, or 2 in 6 chance party has found a Lair
 6 Giant Bats 
 7 Su-monster 
 8 Tiger 


River
 2D4   Encounter  Hook
 2 Giant Anaconda 
 3 Giant Insect, Flying 
 4 Piranha 
 5 Bullywugs  
 6 Giant Turtle 
 7 Crocodiles 
 8 Hippos 


Swamp
 2D4   Encounter  Hook
 2 Giant Leech 
 3 Ophidians Scouting/Raiding party in Lizardfolk territory
 4 Giant Frog 
 5 Lizardfolk Guards/hunters
 6 Giant Snake 
 7 Giant Insect, Flying 
 8 Will-O-Wisp Only at night, otherwise, no encounter

I have not included hooks for every entry as so many of these are animals.  Number appearing etc is also undefined, as it makes sense to scale that to the party to some degree.

Next week is the biggie: Three levels of a dungeon. I'm going to go ahead and do this as part of the challenge and as an exercise, but I'm a big believer in using published adventures, adapting them, and plugging them into your own campaign. If I were to plug in a pre-made dungeon at this point (such as the classic Caverns of Thracia) I would spend the extra time on the map locations and wandering monster tables.

Saturday, June 13, 2020

The Lost Continent of Malzthurdän - a Gygax '75 Challenge campaign setting, Part 1

This is the first post on a new campaign setting I am designing based The Gygax '75 Challenge by Ray Otus. The core of the idea, as originally outlined by E. Gary Gygax in the April 1975 wargaming newsletter Europa, was to develop a campaign setting quickly in a five-step process. Ray has further structured this process into five weeks of work, with clear goals and examples for each step. I'll be documenting the creation of this setting in three ways: The physical journal where I am writing down the information needed to run the campaign at the table, this blog where I am recording most of the information in the journal with additional explanation and notes, and finally my first attempt at some Vlog posts on Youtube where I will provide even further explanation and context. 

Step 1 and the focus for this week's post are the core concepts. This step involves creating a core concept, writing down 3-7 "pitch points" used to describe the campaign and "sell" it to potential players, and documenting several sources of inspiration. Along with these is an optional "mood board" I'll be using Pinterest as a way of documenting images that help evoke the setting.  Without further ado, here's week 1 of The Lost Continent of Malzthurdän.

The Lost Continent of Malzthurdän - A rules agnostic OSR campaign of exploration and conquest in a land long forgotten by man, filled with dangers and riches from age lost to time.

Pitch Points
  • The campaign takes place on a 'lost' continent. Malzthurdän has existed as nothing more than a myth, even among the elves and dwarves. Recent mysterious events have led to its rediscovery, and rumor has it there are fortunes to be made in the new world for the bold and adventurous.
  • Spellcasters and Magic are rare.  The small number of wizards that exist are reclusive academics.  Those that can wield divine magic, such as Clerics, are seen as prophets, saints, and the chosen representatives of the gods.  High level magic is almost always based on rituals.  Most all known magical items are of ancient origin.
  • Technology is equivalent to late 15th/early 16th century Europe. While gunpowder and guns do not exist, the rest of the campaign's technology is based on the Age of Exploration. This indicates the "peak" tech available, and it will often be hard to come by. The inhabitants encountered will be using stone age tech, though this can vary in particular instances.
  • Rumors and cryptic evidence of lost cities persist.  Demi-human powers believe that their ancestors may have originally come from this continent. Cryptic writing and artefacts push this belief, and rumors among the humanoid tribes that inhabit the land seem to support it, as there are tales of powerful guardian, forbidden ruins, and vast treasures to be found.

Sources of Inspiration
  • Conquistadors, by Michel Wood.  The exploits of Hernán Cortés and Francisco Pizzaro are the primary inspiration for overland adventures and challenges to be represented in this campaign. Wood spins a wonderful tale using multiple sources to present a reasonably balanced view of the conquistadors. One must marvel at the hardships they overcame and what they were able to accomplish, and yet be horrified by the destruction they left in their path. Available in print, ebook, and audio book through your library or Amazon. There is also a 4 part TV series which I have not seen yet.
  • Aguirre, Wrath of God.   The first feature film from acclaimed director Werner Herzog (aka the "Client" in the Mandalorian) is a story of historical fiction based loosely on the accounts of Gaspar deCarvajal which detail an exploration of the western rain forests of the Amazon basin, and the eventual first navigation of the Amazon river by westerners.  This film goes a long way in setting the mood and giving a good visual representation of the type of equipment and environment the party will be working with. Currently streaming free on Tubi
  • Lost City Z. - While this story takes place in the late 19th and early 20th centuries, it describes in great detail he difficulty in following clues left by others, retracing your steps in a harsh environment, and the struggles to stay healthy when even the environment is trying to kill you. It’s another tales that takes place in the western amazon basin.  Available in all book formats through your library or Amazon.  The movie is available to rent on various stream services and is currently included in Amazon Prime Video.
  • The Lewis & Clark expedition While this occurred several centuries later, it provides background on adventures in a different climate with different geography.  It also is a clear example of how befriending and negotiating with encountered peoples can be vital to the survival of the party.  The number of books and videos on the topic are too numerous to mention, but it is notable that their journals are freely available. There are also day by day breakdowns of the events of their trek which would be a valuable resource for any hexcrawl campaign.
  • The Hidden Shrine of Tamoachan & The Tomb of Horrors These modules exemplify the type of adventures and challenges that the party should expect to face in the dungeons of the campaign. The party must be prepared and quick witted. Fighting the humanoid inhabitants of Malthurzdän will yield limited plunder, but the vast treasures await in the lost tombs, shrines, temples, and cities of the continent. If you don't have these, you know where to get them.
  • Indiana Jones These movies typify the whole genre of swashbuckling adventure archaeology which probably started with H. Rider Haggard's King Solomon's Mines and continues to this day in video games such as Tomb Raider and Uncharted.  While these stories are filled with the sorts of trips and traps that you would expect, they also carry another theme that will carry into the campaign: Indy was always in a race, always competing for his prize.  So will the PCs be competing with others for the treasures that they seek.

Mood Board - Malzthurdän on Pinterest

Next week, a map of the surrounding area for the start of the campaign.

Notes
If I have done my job correctly, you should already have a pretty clear about of what the campaign is about. As I mentioned in describing the book Conquistadors, when I heard the stories of Cortes and Pizzaro as told by Wood, I was truly inspired.  These were tales of men in desperate, deadly situations that somehow overcame the longest of odds to carve out personal empires in a hostile new world. While what actions that they took, particularly Pizzaro were often downright evil, their adventures are simply amazing. What really struck me though was the small size of the groups that they led.  At many points they had but a small, core company of men, and they supplemented that at various points with hired men-at-arms and allies. The similarities to a D&D party and their hireling was immediately apparent to me. It almost directly followed the sort of campaign outlined by Gygax in OD&D. My only challenge in trying to turn this into a playable setting was to try to invest some sort framework where I wasn't putting the PCs into the same morale situations that the Conquistadors face.  I was not going to allow my campaign to turn into a genocide.

So I decided that "my" new world would be a lost continent, overrun by evil forces, with no humans or demi-humans having stepped foot in these lands for millennia. I'm still not completely happy with that change.  Simply replacing Native American with Orcs could be viewed as equating the two, and that is not my intention.  There's more to the story that I am not revealing at this time but suffice it to say that the humanoids of Malthurzdän are not the original inhabitants of that continent and are not innocents in this story.  Not that one of the potential inspirations for this setting is Maztica campaign developed for 2E AD&D.  While there were some ideas there, I quickly dismissed it as I wanted to make sure that I was merely inspired by the events of the exploration of the western hemisphere, not mimicking them.

The one concession that I am going to make in designing this campaign is that I will be creating a minimum of new dungeon levels.  Most of what I will use is published adventures that I modify to fit this setting.  There is such a wealth of great material that is available to me I figure that this is the best time to use it.  The strategy also allows me to populate my world with ready dungeons very quickly, so that no matter where the PCs go I can be prepared for them and avoid Quantum Ogre situations.

One last important note about this setting.  It is currently system agnostic, but that could change.  I don't like to choose a game system until I know the players that will be in the campaign.  I could run this as 1e with some groups, B/X with others, or some OD&D variant with others.  It really depends on what the players are familiar with.  While I've made many friends online playing B/X and 1e games, more recently I've been wanting to play games with my pre-existing friends that may not be that familiar with D&D rules, in which case something more simplistic like Delving Deeper or S&W may be more appropriate. Separate from the base rules, I'm making a study of all the hexcrawling procedures outlined in early rules and modules, and well as the multitudes of blog posts on the subject. As this campaign is focused on exploration, the details of the procedure used to track and resolve travel are a key part of the game.  Another hidden inspiration to this campaign is the board game Lost Expedition, which uses simple, categorized resources and skills to track how your group is able to overcome challenges along a journey. Such a structure may be a great way to quickly resolve wilderness encounters, and I'll be writing more about that in the future.

Monday, April 28, 2014

To each their own

The things that get written in the OSR/RPG community never cease to amaze me.  I shouldn't be surprised at my age, having been around online communities and gaming for 15 years, but it still does.  It seems to me that most OSR bloggers are GMs, and experienced GMs at that.  In general they have a lot more experience at running a game than I do, so it's always worth my while to listen to what others have to say and learn from their experience.  That said, don't EVER tell me how to run my game.

If you don't like boxed text in your modules, fine, don't use it.  Don't buy the products. You want to point out that a product has boxed text, and lacks simple concise descriptions, fine.  But don't tell me that I shouldn't be using it.  You want to let publishers know that you won't buy a product that has boxed text, fine.  But don't pretend to speak for everyone.  It's some text.  In a box.  For a game.  That's supposed to be fun. Lighten up.

On the other hand, if you don't like minimally detailed, seemingly random hexcrawls, don't use 'em!  You may think it's a crappy idea, and you are entitled to your opinion.  But that same product may be exactly what someone else wants for their campaign.  And if they do, that doesn't make them a bad GM, it just means you have different tastes and different opinions.

The great thing about the OSR is that we as GMs and players have the power to run games how we want to run them, and play in the types of games we want to play in.  There is room for ever variety and permutation under the sun.  As writers, artists, and publishers we can make the games and supplements that we want to make.  What actually gets used is up to the consumer.  It's a beautiful thing and should be encouraged, not beaten like a dog through the streets of the OSR blogosphere because a product didn't conform to YOUR standards.

Tuesday, April 8, 2014

Return to the SKLD: Who needs classes?

Two years ago I whipped up a 'lite' version of D&D which I called SKLD! (or Skald) which stands for Search, Kill, Loot, Drink! I've play tested it couple of times but haven't had the opportunity to use it in a regular game. I've been thinking of trying to make some improvements on it it and revise it, so I've decided to write a few blog posts examining certain key features.If you'd like to download a copy you can get a copy from google docs or mediafire

One of my main inspirations for these rules was Searchers of the Unknown.  SotU uses classless system.  In the basic original game, everyone is a human adventurer.  All the differences between characters are determined by their equipment.  On the surface is seems overly simplistic, but the more I thought about it, I found that it had a certain charm.  To me, it's the perfect way to achieve the OSR Murderhobo vibe.  Everyone is just a dude, nothing special at all.  The characters develop based on their actions and the equipment they collect. Certainly there are limitations to this sort of system, namely in the magic department, but there are fairly simple ways to work around this.  

For SKLD, I decided that there should be different races available to the players, and that the characters should have have the 6 standard ability scores (SotU does not use any ability scores, everyone is assumed to be totally average). Ability scores seem too iconic to me, as do the the standard demi-human races, so I had to keep those in SKLD. The one mistake that I may have made is not making the demi-humans significantly different from the humans.  I have given them the standard racial special abilities, and some ability score modifiers, but I may need to do some more with them.  I used the standard B/X ability score modifiers, which range from a -3 to a +3, but I'm thinking of changing this to -2 to +2 system (thanks to Courtney from Hack & Slash). 

One of the important aspects of SotU is that the Armor Class is more important than ever.  AC directly affects movement rate and initiative. In SKLD, I've expanded this concept so that AC also affects a character's chances of pulling off special maneuvers, or using magic.  In this way I feel that AC really lives up to the term armor CLASS, and is not just a physical defense rating.  In effect, the Armor Classes are the character classes in SotU and SKLD. 

Next time, I'm going to talk about a magic system without magic-users.



Tuesday, May 22, 2012

Random Dungeon Generator!

I got my Random Dungeon Generator in the mail yesterday.  It looks gorgeous. I can't wait to frame the thing and put it on the wall at work.  This might become the basis of a lunchtime game with my SKLD house rules.

Friday, April 27, 2012

New house rules!

The first draft for my house rules are finally done.  I've just been so busy with other stuff I haven't had a chance to focus on them.  I've also changed the name from "Delvers of the Deep" to "Search, Kill, Loot, Drink" or SKLD, which turned out to be a cool acronym. You can download a copy from google docs here or via mediafire here.

It's short, only 8 pages so far.  It isn't a full set of rules; it requires that you have some version of D&D to refer to.  I used Moldvay basic, but it should work with just about anything.  I'm going to start playtesting ASAP, and I'll make updates to the rules based on what happens in testing and feedback I might get elsewhere.  I don't want the rules to get much longer than they already are, but I'm sure that there needs to be some additional material and explanation in them.

Parts I like:  I like how magic items work.  I posted about that a few weeks ago, and I stuck with that system.  I think it allows for the use of magic in the game, but makes it more rare. I'm also fairly happy with the combat rules, though I really need the playtesting to see how the injury rules work out.

Parts I'm not happy with yet: I'm not satisfied with the races yet. I think the elf may be overpowered. I should probably include rules for some more races, but I'd rather leave that to other people.  I'm not so sure how I feel about skills.  The stealth and physical stunts are directly from Searchers of the Unknown, but I'd like to include something similar to encompass other sorts of actions.  Some sort of First-Aid rules are probably needed. I know how I will handle the deficiencies int he rules when I use them in my game; I'll just make a ruling and make a note of it.  My worry is that these rulings won't translate well into actual rules.  But maybe that's part of the magic of Old School gaming.  Certain characters in certain situations are going to be treated differently than other characters in similar situations because no 2 characters are exactly the same and neither are the situations.

Wednesday, April 18, 2012

New Projects

I'm still trying to find time to work on my Searchers of the Unknown remix, but I've been slightly busy with work and taxes in recent weeks.  Now it looks like another hobby is creeping back in to my life.  I just won one of these at work last week:

In addition, I just got a good deal on a box of Space Wolves.  So 40k here I come.  Still going to finish those house rules, I promise.  Looking forward to using them with Paul Hughes's gigantic random dungeon generator

Wednesday, April 11, 2012

Sneak Peak: Magic Rules

So my house rules are taking longer than planned, mostly because I got free tickets for concert on Monday and went to see John Carter last night.  I still have to nail down the details of the combat system.  While I'm working on that, I'd thought I'd give a quick preview of how I am handling magic.  I still want to add some rules for divine magic, mostly focused around turning.  But here's what I have so far.


Magical Items
As the PCs are not spell casters, the use of magical items becomes of vital importance. These rules contain no information on spells or magical items, so the GM will have to reference a copy of some existing “old school” rules.

Class restricted items: The PCs able to freely use all magical items that are normally restricted to warrior and rogue type classes in other games, as well as those items that have no class restrictions, such as potions. This means that no checks are required to use these items. For items that are restricted to use by other classes (normally wizard and priestly classes) a magic item use check must be made.  The player must roll a 5 or better on a d6, modified by the following:
Magic Item Use Check Modifiers

Per level of the spell effect*
-2
Per level of the PC
+1
Intelligence
-3 to +3
Character is an Elf
+2
Character is a Dwarf*
-2
No armor worn
0
Light Armor
-1
Medium Armor
-2
Heavy Armor
-3
Notes: The level of the spell effect is the level of the spell that is being cast.  This does not take into account any sort of “caster level”  A wand of magic missiles is thus a -2, as magic missile is a level 1 spell, no matter how many missiles are fired. For items with effects that do not have a direct correlation with a spell, the modifier is left up to the GM! Remember that Dwarves can ignore the -2 to their check if the item is Dwarven made.

Bad Mojo: If the result of a magic item use check is a 2 or less, and the player rolled a natural 1, then the spell has a negative effect!  This exact result is up to the GM.

Quick Magic item rules: If you want to speed things up and avoid dice rolls you can use the following rules. Humans in no armor can use Wizard items, and humans in up to light armor can use Priest items. Elves up to light armor can use Wizard items. Dwarves and Halflings can’t use class restricted items (unless they are specifically made for Dwarves or Halflings!)

Saturday, April 7, 2012

Delvers of the Deep?

I'm hard at work on my set of house rules.  It looks like they are going to be under 8 pages long, but it is taking a bit more time that I expected as certain aspects require a more thought and explanation than I had planed for.  The biggest obstacle so far has been creating a set of simple critical hit rules that won't slow down gameplay. Currently I'm leaning towards a basic and an advanced system that you can choose from.  The basic system does not require a lot of record keeping, but doesn't give any detail to the injuries sustained. This has more of a wargame feel.  The more advanced system gives detailed descriptions of the injuries, and creates the possibility for permanent effects (loss of a ability point, blindness, limited movement etc).  However this requires more record keeping, and slows down combat. This system feels a lot more like Rolemaster or WFRP. I'm going to have to playtest these to see what works best. Hopefully I'll have a rough draft of the rules finished tomorrow or Monday, and I'll post a link to them when that happens.

Tentatively I am calling the rules "Delvers of the Deep" or DotD.

Wednesday, April 4, 2012

Random encounters aren't that random.

Lots of post about random encounters in the OSR bloggosphere this week.  My 2 cents?  Random encounters shouldn't be that random.  Certainly in the outdoors it makes sense to have some tables for what sorts of creature might randomly be encountered outside of a lair, but in a dungeon great care should be taken in designing wandering encounters or patrols.  I know that the mysterious wandering, random monster fits into the idea of the "Mythic Underwold", but I like a certain level of verisimilitude in my dungeons.  If there is a wandering encounter, why is it roaming about?  Where did it come from and where is it going?  How will it react to the party, and how does it fit in with the rest of the factions in the dungeon?

Some of the best dungeons do an excellent job of providing a realistic wandering encounter table, such as Paul Jaquays' Caverns of Thracia.  Each encounter is either part of a faction within the dungeon, or an unintelligent creature that one might expect to find living in the caves.  On the other had you have The Sinister Secret of Saltmarsh, which has goblins on the wandering monster table for the haunted house.  Why?  There are no other goblins in the house, and no explanation as to why they are there.  Unless they are working with the smugglers they have no place in the adventure.

"Random" encounters should be carefully tailored to fit the environment.  This can take a bit of time if you have dungeon with a lot of history to it.  On the other hand, if you are doing an old fashioned hex crawl through the wilderness you can probably do just fine with the standard tables in the MM or other such book.

Saturday, March 31, 2012

Fresh meat

When I was first considering starting up a new game, I thought I was going to round up some old friends that have been active RPG players that hadn't played using any of the old rulesets recently.  The intention was to use OSRIC with some house rules and play some of the old TSR modules.  It now looks like my girlfriend and some of her friends are interested in playing, which changes everything.  From what I can tell they have never played D&D or any other tabletop RPG.

With all new players I've decided I'm going to have to use a more basic set of rules.  I'm probably going to use a heavily house ruled version of LL or B/X.  More importantly I'm going to have to decide upon a new adventure to run.  Originally I was going to run Caverns of Thracia.  For veteran players it seemed like a good challenge and a wonderful, classic dungeon that they probably were not familiar with.  However, after read several play reports online I realized just how deadly this module is, and I think I am going to need something a little easier for completely new players. Currently I'm leaning towards B2 or B1, with the possibility of T1 as I've been playing the computer version of that recently, so I'm more familiar with it.  I'm still going to stick to the OSR guns with this group, there will certainly be some deaths, but I don't want to totally steamroll them with a difficult 1st level adventure.

Friday, March 23, 2012

Armor in the campaign.


This isn't a complaint about RPG rules themselves.  My concern is more with the settings presented in many sourcebooks, or the implied setting in certain games.  It may be nice to have rules for all sorts of armor, but characters shouldn't have free reign to purchase any type of armor that was ever invented if you want to have a more realistic campaign.  There should be a few option available, based on what is locally available and currently made.

Using 1e as an example, Gary lists the following type of armor:
Banded
Chain
Leather
Padded
Plate Mail
Plate armor (full plate)
Ring Mail
Scale Mail
Splint Mail
Studded Leather

There has been some debate as to what types of actual armor these categories represent.  What exactly is "Banded Mail"?  Is it the classic roman lorica segmentata?  What about "Splint Mail" and "Ring Mail"?  Regardless, after some thought it would seem to me that this list is composed of various types of historical armor that was used in Europe and the near east over 1500 year period.  To me, the idea of a character being able to pick his armor out of this entire list seems fairly absurd once I really thought about it.

I was going to go on to say something about how silly it is for a character in a D&D game to be able to pick between 15th century style platemail and 11th century chainmail.  If plate existed, everyone would be using some form of that.  But I always go back to same winning argument that was made in a comic book store long ago: "It's a FANTASY game!"  So really anything could happen in your campaign, but I just wanted to mention it if you felt you wanted to run something with a little more historical accuracy, and to point out how Gygax might have gone a little overboard with the armor listings, though not nearly as bad as he did with polearms.

In the long run, it doesn't really matter what the armor looks like.  The particular construction of the armor is only really important if you want to use things like hit locations and to hit adjustments based on weapon vs. armor matchups.  As far as I am concerned, AC 5 armor could be chainmail, or it could be poorly made plate or very well made and thickened leather.  If you don't use hit locations then AC 5 might be plate without the helmet and greaves (I think 3e already does this sort of thing with the breastplate and chain shirt armor type).

I also began thinking about different sorts of armor that might be made out of the various monsters that are found in the game.  To my mind, we don't see that sort of thing enough in D&D.  Sure, from time to time you see things about making armor out of dragon scales, but what about giant insect carapaces?  I think Dark Sun had some rules for things like that, and it certainly adds some flavor to the game, and really that's what I'm aiming for.  Simple rules, lots of flavor.  That's the difference between Old School and 3e-4e.  In the new systems all the flavor is in the rules.  In Old School the flavor is in the fluff, and that's always easier to work with.

Tuesday, March 13, 2012

More on Unified XP tables.

In an earlier post I began discussing class balance, unified xp tables, and the reasons for and against bonus XP for high prime requisite scores.  In this post I'd like to take some time to discuss the pros and cons of the use of individual xp tables for each class.  Most old school gamers like the old individual xp charts, and I certainly don't mind them, but I think that there are some valid reasons for not using them.

I like the old charts because they add a certain flavor to the game.  With every class having a different chart, the players are each carefully tracking their xp, anxiously awaiting their next level.  Leveling becomes an individual goal, not a group goal.  An argument that is often made in favor of individual xp charts is that it allows you to have unbalanced classes within the game, or in other words you can balance a class by making it more or less expensive to level.  The classic example is the thief.  It can't wear good armor or use a variety of weapons, and gets no spells.  The thief's attack tables and HPs are also inferior to all but the Magic-User.  It does have a access to thief skills, but these hardly make up for all of the other disadvantages the thief suffers from.  Thus the thief levels faster than any other class in the game. 

Another aspect of the individual XP charts that should not be overlooked is something that goes beyond class balance.  You could call it feel, or difficulty, but it's easier to just explain.  Of the base classes Magic-Users require the most xp to level (at least at the lower levels).  Why?  Because being a wizard is damn tough.  Not just anyone can be a wizard.  It takes a lot of dedication.  Most would say that Magic-Users are underpowered at low levels, particularly when xp cost/level is considered.  But they are designed that way for a reason.  Not everyone should play a M-U, and not every M-U that is rolled is going to survive the early levels. In contrast, Clerics level a little more quickly than it would seem like they should, but then again they are favored by a god, and they have the thankless responsibility of keeping the party alive with healing spells.

What don't I like about the individual xp charts?  Despite everything I just said, I find them to be wildly arbitrary.  Just how much xp per level is a d8 instead of a d6 for hit dice worth?  Or a better saving throw?   Sure people have tried to create class construction engines (such as in the 2E DMG) but one can usually exploit these fairly easily.  If you are trying to achieve balance between classes, it seems a little harder to do it with xp.  Secondly, the more classes you have, the more charts you need.  I like classes.  I like sub-classes.  Individual xp charts aren't so bad when you have 3 or 4 classes, but what about 15?  or 40? (Don't laugh.  Look at all of the new classes in the non-core 1e books like UA or OA.  Then add in the NPC classes presented in the Dragon.).  Charts take up space in the rules and you have to look them up.  Minor gripes, but still a negative.

This all leads to a unified xp chart.  First, it fixes most of the problems I have with the use of individual charts.  As a designer and a GM I like a unified leveling system because that is what I am used to working with.  Most RPGs use this sort of system, even if they use a totally different sort of advancement system (FWIW, the MMOs I have worked on and played have also used this system for the most part).  I think it is more easy to balance classes with this system, as you can make direct comparisons between the 2 classes.  Obviously they are never going to be completely balanced, but a unified xp table gives you a good starting point, and a frame of reference.

For me, the most important aspect of using a unified leveling system is that it allows the group to completely do away with xp as a whole.  If everyone earns the same xp per session, and they all use the same xp chart, they will all level at the same time.  That being the case, the GM or the group can decide when the PCs level whenever they wish.  No need for the GM to calculate xp.  No need for the players to track it.  No need to figure out how much a new monster or treasure is worth.  I have both run and played in games like this before, and it has worked wonderfully, with the right group.  Not every group is going to like this system, but I think you could say that about any rule. The major problem comes when you have character deaths, or characters/players that are not present for certain sessions.  In this case, you can keep track of the sessions played, and level those characters when they have played an appropriate # of sessions.  It isn't an exact science, but that's the point.

Now as some have pointed out, some problems arise when you get rid of xp.  Specifically how does one reward individual play.  In a future post, I'll explain a few ideas for simple fate/karma system that not only rewards individuals for excellent play, but livens up the game for the whole group.


Thursday, March 8, 2012

Class balance, unified xp, and prime requisites.

While coming up with some house rules that may eventually become a full blown retro-clone, I began to take a serious look at the classes.  I quickly realized I was going to have to deal with class balance, and that there are issues with class balance in D&D that I don't have to deal with in MMOs (my day job).  The first issue is individual xp charts for each class, and the second the potential for bonus xp if the character has high prime requisite (PR) scores.

I seen a lot written about unified xp charts, so I'll deal with them in another post.  On the other hand, I haven't seen anyone discuss bonus xp for high PRs.  This seems to be something that people tend to overlook a lot of the time.  Not that they don't use it, every game I've ever been in has used it, but nobody really stops to think why this rule exists or what purpose it serves in the game.

I first questioned the idea of bonus xp for a high PR score when I saw the suggestion that there be bonus xp given based on how you rolled your stats.  (sorry that I can't remember where I saw this)  A straight 3d6 would get you a +15%, while the stand 4d6 drop the lowest and arrange to order gets you +0% (there were other options in between).  I liked this idea, but realized that it was probably incompatible with the bonus xp from PRs.  


It would seem to me that bonus xp from high PR scores is an concept that got its start with OD&D.  In the original game it makes sense.  High ability scores don't immediately make you much better at anything, but they allow you to advance in your class more quickly. In later editions where ability scores give you bonuses, I don't really see the need for the bonus xp.  In fact it creates a situation where the character pretty much has to have those score or they will be gimped.  The concept may make logical sense in that a strong person may be able to increase their melee combat skills more quickly, but from a game sense it create a  power imbalance between the "haves and have nots".  I think that this difference can become magnified if you are dealing with classes that already have high stat requirements to join them, making the chance of having a high enough PR score for bonus xp much smaller.

I've come to the conclusion that I am not going to use the stand bonus xp % in my game.  If I was doing a straight OD&D or Swords and Wizardry game, I would include them, but I am using the -3 to +3 bonuses from B/X.  Also, I will be making everyone use the same method for rolling stats, so the concept of bonus xp for the method used to generate stats won't be in the game either.  By eliminating the bonus xp from my game, I am making the bookkeeping a little easier on everyone.  It's a small point, but an important step in my larger plan to provide the option to remove xp from the game.  But that's another post.



Monday, March 5, 2012

New game Questionnaire

The guys at Fear the Boot boot together a nice questionnaire that groups should fill out so that they have some idea of why the characters are working together and what they are trying to achieve, with the idea being that players work out a lot problems before adventuring begins, such as what the long term goals are, is there party conflict, are we good guys or bad guys, how do we know each other etc. Since I am very much a fan of troupe style roleplaying (I played a lots of Ars Magic and Vampire), I decided that instead of me dictating the rules of my old school game, I should come up with a questionnaire for prospective players.  So here's my first attempt at some questions.

On a scale of 1 to 5, how complex would you like the game to be?  (A 1 would be simpler than any published rules, a 5 would be more complex that 1e.)
If we were going to play an "official" D&D game, which version of the rules would you want to use? (OD&D, Holmes Basic, AD&D, Moldvay B/X, 2E, Rules Cyclopedia)
Is there a particular retro-clone that you would prefer to use? (Swords and Wizardry, Labyrinth Lord, LOTFP, etc..)
On a scale of 1 to 5, how quickly would you like the characters to advance in levels? (1 being almost never advancing, 5 being ever couple of game sessions).
Should the characters start at level 0 or at level 1?
How much magic would you like in the game? (1 almost none, magic items and casters are extremely rare, 5 almost everyone uses magic of some sort, its part of everyday life.)
Are the PCs allowed to do evil nasty things, or are they essential "good guys"?
Should the focus of the adventure be in the dungeon, the wilderness, the town, or a mix?
Are you interested in trying some experimental rules, or you would you prefer to "play by the book"?

Tuesday, February 28, 2012

Creating Magic Items. Part I

One of Untimately's 20 questions was about the creation of magical items.  This is one of the areas where my tastes probably differ from most old school players.  I actually like item creation as it exists in 3e, with some  modifications. Under 1e, wizards have to wait until 11th level to create items, and under 2e they have to wait until 9th.  In 3.x, Wizards can get the scribe scroll feat at level 1, brew potion at level 3, and create wand at level 5.  This seems like it would be a total game changer at first glance, but I find that incorporating the 3.x item creation feats (these 3 in particular) into an old school game can serve to balance out the Magic-User at low levels.

There is some controversy with the 3.x item creation feats (beyond the level they can be purchased), most of which stems from the rule that requires the expenditure of XP in order to create the item.  Frankly, the XP cost is so small that I just ignore it.  For the more powerful magical items I think the idea makes sense (ie Sauron forging part of his power into the One Ring), but not for simple things like scrolls.  The other controversy that has come up in games I've been involved in is the creation of permanent items, liked a sword +1, or a ring of protection, or a bag of holding.  Under 3.x, characters can start making these sorts of items as low as level 3!.  I agree that having characters running around at level 3 creating permanent magic items could be a problem, but  rather than forcing magic-users to wait until a higher level to create these items, I just make the creation of such items more difficult than what the 3.x srd states.  But that will be another post for another day.

To me, the most important item creation feat is Scribe Scroll. By allowing low level Magic-Users to scribe scrolls, you no longer have to worry about them not being able to cast enough spells per day.  Every Magic-User should have at least 1 scroll of every spell that they know.  They are fairly cheap and quick to make.  In my game I even make most low level (level 1-3 spells) scrolls available for purchase.  The limiting factor for PC M-Us is that they have to have the spell they wish to scribe prepared.  So a level 1 M-U can either cast 1 spell or scribe 1 scroll a day.

At this point I should mention something that many GMs overlook when dealing with scroll and potion use in combat.  I don't recall very specific rules for using scrolls and potions during combat in early editions of the game, but 3.x simply requires a Move Action to ready the scroll or potion, and a Standard Action to use it.  While I don't have an problem with how using the scroll or potion is handled (unless the character is being attacked), I think that allowing characters to freely ready whatever scroll or potion they want in the middle of combat is overly generous.  Ever tried to find that exact thing you need in you bookbag or purse?  I don't have any hard and fast rules for this yet, but if a player is carrying around a bunch of scrolls or potions, they better explain how they are organizing them or it is going to be difficult to find the correct one during combat.

Which brings us to wands.  I don't want Harry Potter taking over my D&D any more than you do.  However I like the idea wizards having access to a low level combat spells (like ray of frost or a 1st level magic missle) that they can use pretty much at will.  I've been toying with the idea of giving M-Us a wand of Ray of Frost (d3 damage, ranged touch attack to hit, no save) as standard starting equipment. In my 1e games the low level M-Us just ended up throwing darts or daggers, so I don't think the cheap low level wands would unbalance things.

I've still got some mixed feelings on potions.  Creating a scroll doesn't really require a lot of material, just some paper, ink and quills, and a quiet place to write. Potions really need a laboratory.  I like the idea of low level potions being readily available to PCs (for a price), but I don't see most low level PCs having access to a lab.


Wednesday, February 22, 2012

My obsession with "lite" rules systems

I admit it.  I am obsessed with "lite" variations of D&D.  For anyone that has played the game extensively in any form, you don't need hundreds of pages of rules.  If you ignore spells, monsters and treasure, you only need a few pages of rules to play the game.  Even if you and some spells monsters and magical items, you can make a decent variant of the game in under 20 pages.  Some of my favorites so far include:

  1. Searchers of the Unknown
  2. Microlite20/ Microlite74
  3. Heroes of the Mythic Age.
These rules systems, and other like them are inspiring me to write my own variation and to keep it simple.  So many systems are overly burdened with rules that are rarely used.  Better to leave it out of the rules and let the GM make a ruling a later time if needed.

My next game

It's has been a long time since I have been involved in steady tabletop RPG group.  Too long.  So I have decided that for the first time in decades that I am going to start running a game of my own.  I don;t consider myself to be very creative, and I don't have a huge amount of time to devote to creating my own campaign setting and adventures.  Therefore, I decided that I want the game to revolve around classic D&D and AD&D modules. Originally I was just going to use 1st edition AD&D rules, or OSRIC since I know that not everyone has the 1st edition books.  But after looking at all of the retro clones that are now available for free, I think that there are better options than a vanilla 1e game.  Problem is, after reading through the retro clones, I think that I can do something equally as good myself.

So my next game is really going to be my game.  Does there really need to be another D&D retro clone?  No, but I feel like writing one anyway, because I have certain problems with the original game that other have not addressed in their games.  I'll be posting some thoughts on my house rules, and I'd love to hear some feedback.  In many cases I have a couple of solutions to a problem, but I haven't decided which way to go.