Showing posts with label ideas. Show all posts
Showing posts with label ideas. 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.

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.



Saturday, February 8, 2014

Why I don't blog anymore

It's been a long time since I have put anything on this blog, though I had lots of ideas to write about. Every time I start writing something I decide not to post it.  I regret not posting, but there's always a reason not to.

It's been said before.  A lot of time things I want to express have been said before, and sometimes quite often. I feel there's no need to add my two cents. Here are some eloquent, thoughtful people that have stated positions and thoughts similar to my own, and I don't see much point in a 'me too' post.

It's stupid.  Little odd things interest me.  Talking about them publicly makes me feel like a very strange person. So I'm hesitant to put my weirdness on full display.

People are going to disagree with me.  I don't mind them doing so, but I feel the need to defend my position, and I dislike trying to do so in an Internet forum format.

I prefer to talk about these things in person.  I enjoy discussing the things I want to post about, and posting is not discussing.  I really enjoy talking face to face or via voice chat etc.  the change of ideas that goes on in that environment see much superior to anything I would get out of posting something on a blog and reading comments.

I don't have anything worth adding. It's just egotistical to think people are going to be interested in my random thoughts about gaming and what I've been up to recently. This is probably my biggest hurdle to blogging. I usually get half way through writing a post and ask "why am I doing is?"  I never have an answer.

So why am I blogging now?  After getting past the reasons I don't blog, I started thinking about why I should. And it turns out that there are some good reasons for me to start posting again.  I want to point out things that others are blogging about that I find interesting. I want to bring up some odd topics I've been reluctant to mention, but write about them from a neutral standpoint.  I'm more interested in seeing what other people think than expressing my opinion about most topics.  I'd also like to start reviewing some products, both RPGs and wargames, old and new.

Tuesday, June 12, 2012

Basic D&D Next


My other hobby, music, has been keeping me really really busy. I recorded an album a couple weeks ago, and now I'm working on mixing it. I've also been practicing a lot with my second band, as we have a series of shows booked for June. While I haven't had the time to post recently, I've been keeping up with the blogs I'm following.  Seems like there's been some renewed discussion surrounding D&D next/5e now that they are doing the open playtests.  I read a lot of things pro and con, and some details about the rules, but I haven't read
them personally.  I think the success of this edition will have a lot less to do with the rules and more to do with how they package and market it.

The one thing I take away from OSR blogosphere is a renewed respect for the Moldvay D&D Basic set.  The Basic and Expert rules were a fairly complete game if you have a good DM. I wasn't really a fan of the other sets that comprise the BECMI/Rules Cyclopedia, I instead moved to AD&D.  Of course as the 2 games weren't 100% compatible I felt a little confused. That's been a recurring problem with the D&D franchise; a basic game that isn't compatible with the Advanced or normal version.

While planning the release of D&D next/5e, WotC should plan to launch a boxed, basic version of the game that is 100% compatible with the full version.  For between $30 and $50, they could put together a box similar to the Pathfinder box set. Then they can leverage Hasbro's power to get these sets on the shelves at big retailers like Wal-Mart and Target.  I'm seeing Carcassonne and Settlers of Catan there, so why not D&D.  My first basic set was a gift from my grandmother.  I'd like to see more people get into the hobby in a similar manner.  That won't happen unless you have a complete and easy to understand game in 1 package that can be easily purchased from normal retailers.

Tuesday, May 8, 2012

More Moria please!

Last week I sat down and watched all 3 Lord of the Rings movies over again.  For the record I like them, but don't love them.  Good movies, but not good interpretations of the books, though they are probably the best anyone could ever do.  Nothing against Peter Jackson; his version of King Kong is one of my favorite movies ever.

The scenes in Moria reminded me how much I loved that chapter in the book.  It struck me as funny that with so much of the OSR's attention focused on megadungeons and literary influences there hasn't been more discussion on Moria.  From what I can gather, there have been a few RPG products focused on Moria, but the ones I have seen have done marginal jobs.  I.C.E. did an ok job with their Moria sourcebook for MERP and Rolemaster (I'll do a full review on it later). I haven't seen decipher's sourcebook for their LotR RPG, but from what I have heard it has received mixed reviews. GW's Kazad-dum sourcebook for the LotR miniatures game has a nice side-view map, which is much different from I.C.E.'s, but other than that it doesn't offer much other than lovely pictures.

I never thought of Middle Earth as a good RPG setting, mostly because I feel that there is no good way to simulate the way magic works that world.  I also felt that adventurers seemed out of place in Tolkien's world. But when I think of Moria as a megadundgeon, I think it serves as a great model for creating others.  First it provides a real, sensible reason for the existence of  the original structure.  In this case, we have a valuable mine and an attached underground city, all created by Dwarves. Secondly, we a good reason why the structure was abandoned, namely the release of the Balrog. This also serves to explain why the goblins and other creatures have come to live in Moria.  Third, there is built in treasure. The Mithril and other precious metals would be reason enough to venture into Moria, but there could also be many other valuable items left there by the Dwarves. Lastly Moria is Huge. Like the size of Manhattan huge.  According to I.C.E.'s sourcebook, it is almost 28 miles from east to west, and in places the mines are several hundred if not several thousand feet deep.  As far as any RPG campaign would be concerned, it's endless.

Beyond my reservations about the Middle-Earth setting, Moria has some other issues.  First, it is extremely dangerous.  The inhabitants are fairly well organized, and led by an extremely powerful demon that seems to like to make appearances at the front gate if someone so much as drops a pin in the foyer.  This is not the sort of place where characters would start their adventuring careers.  Also there does not seem to be good location nearby to establish a base camp.  Setting the adventure in the 4th age after the Balrog has been defeat solves part of the first problem, but Moria would still remain an intimidating dungeon.

I'd like to see some other people's takes on Moria.  For me it remains THE iconic fantasy dungeon, and one we can still learn from.

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.

Friday, April 20, 2012

How big is a potion?

I've always wondered how much liquid constitutes 1 dose of a potion. Are we talking a 12oz soda/beer? A 6-8oz cup of coffee/tea?  A 1-2oz shot, or something even smaller like the 1-2ml vials that perfume samples come in?  If they are the larger size, I know some characters that wander dungeons with the equivalent of a case of beer (very expensive beer at that).  From a practical standpoint, I think the 1-2oz size makes sense, but for some reason I've always envisioned potions as larger than that.

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

Thursday, April 12, 2012

10' wide hallways aren't always 10 feet wide.

This has been bothering me recently.  Look at any old school map, like the example below:

You would think that each of the halls here are 10' wide if you assume each square=10'.  But unless those walls are extremely thin, the hallways are probably closer to 8' wide.  That's not to say that the 10' wide hallway doesn't exist; any situation where there isn't another hallway or room on the other side of the wall would allow for them.

Does this affect gameplay?  Should I use these new hallway sizes when calculating the volume taken up by my fireball spell?  No.  It's just a pet peeve of mine.

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 30, 2012

Descent into the Depths

Aaron over at A Paladin in the Citadel recently made this post about the classic AD&D module D1 - Descent into the Depths of the Earth. I had recently been skimming through the module recently, looking for more old school inspiration.  I often like to revisit modules that I never thought much of, and this was one of them.  I had the D1-2 version which combined the original with Shrine of the Kua Toa, and I also owned the Vault of the Drow, so I had the whole series.  They seemed cool, but as a kid they were difficult to use because they were high level adventures that required the GM to do a lot work, and for the players to use something other than brute force. Also, they lacked a defining story or goal  (remember my group attacked the keep in Keep on the Borderlands, so you really had to point them in particular direction).  I never used them in any of my games.

Today I find them much more interesting.  I think they would be better presented as a sourcebook than as adventure modules, but that's a small point.  Rereading all 3 modules as a whole gives me a much better overlook of the underworld.  Aaron sees D1 as a "megadungeon template", but I see it as even more.  The underworld of D1-3 combines dungeon and wilderness settings, and it forces the PCs to make difficult decisions if they try to resupply without returning to the surface.  The possibilities here really do seem endless.  The one change I would make is to lower the average power level of the inhabitants so that players could start adventuring in this environment starting around level 5 rather than 10+.

In a way these modules remind me of the feeling I had while reading Jules Verne's "Journey to the Center of the Earth".  It's really too bad that those movies stink.

Thursday, March 29, 2012

Howard Pyle
































I started playing D&D before I was 10 years old.  At the time, I had very little exposure to the what we would consider the "fantasy" genre.  To me, fantasy was fairy tales and ghost stories.  I had seen the Rankin-Bass animated version of the Hobbit, and that had sparked my imagination.  I had yet to read the Hobbit or Lord of the Rings though.  At the time I was mostly reading Hardy Boys books.  Then I found a book in my school library called "The Story of King Arthur and his Knights".

 I knew a little bit about King Arthur from popular culture, but  Howard Pyle's book took the story to a whole new level for me.  I became totally engrossed in the Arthurian world.  For weeks I read the book and three others that followed it.  Despite Pyle's antiquarian writing style, I moved through the stories quickly, and even went back to reread my favorite parts.

Later I discovered Pyle's Robin Hood stories and book of Pirates.  While I enjoyed them, they never had the impact that King Arthur did. Years later I stumbled across Men of Iron, which was an original story rather than a retelling of existing legend.  Reading Men of Iron rekindled my appreciation of Pyle, though I didn't bother to track down any of his other works.  By then I was reading all sorts of fantasy, old and new, but Pyle still intrigued me.  He is generally considered a children's author, but I never found his stories childish.

Today, thanks to the internet, I've come to appreciate Pyle as an illustrator as well as a writer. While it is hard to consider him a fantasy author,  I have to imagine that both his writing and illustrations influenced the pulp artists and writers that followed him in the decades after his death in 1911. Gary didn't include him in Appendix N, and I don't know if he was familiar with Pyle's work, but as a young boy it was Pyle that lit the fire of my imagination and influenced me.


Wednesday, March 28, 2012

The influence of Anime

I was sitting around watching TV the other night with my girlfriend.  She was browsing through Netflix, and start looking at the the Anime selection.  She put on a couple of difference shows I had never heard of, and I was quite surprised to see they were all fantasy related.  I've never been a huge anime fan, though I've seen my fair share of the stuff, mostly the classics like Macross and Akira.  I've never watched any fantasy related anime.  After watching a hour or so of these shows, I began to wonder how much fantasy themed anime has influenced younger generations of tabletop RPG fans.

Looking at Appendix N from the 1st DMG, I see a lot of material that is well before my time.  People my age were inspired by things like Clash of the Titans, the movie versions of Conan, Willow, Sword of Shanara, Thieves World, and yes, Dragonlance.  I expect that kids today are influenced by more current works of fantasy (such as Harry Potter) than the older stories, just as I was in my youth.  I'm certain that fantasy video games are a huge part of that influence.  Another big part of that may be anime.

The thing that I always note about anime, is that the characters tend to be over the top.  The main characters seem to have nothing normal about them at all.  The tend to be destined to greatness, demi-gods, or psychotic. This is quite contrary to the picaresque themes seen in the origins of the fantasy RPG movement.  It makes me wonder if there is a fundamental disconnect between different groups of gamers based on their influences, and if major changes in D&D rules over the years are just a reflection of these differing influences.

Monday, March 26, 2012

Snakemen > Lizardmen














Giant snakes with arms!  These are so badass.  Next time I use a published module that calls for Lizardmen I am sooo replacing them with these guys.

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.