Showing posts with label Moldvay. Show all posts
Showing posts with label Moldvay. Show all posts

Tuesday, February 20, 2024

Stocking a Moldvay Dungeon with a Deck of Cards

I was fiddling around with a deck of cards today, and it occurred to me that it might be possible to emulate the math of Moldvay's table for stocking a dungeon on page B52 of the his Basic Rulebook with a deck of cards. He has us rolling 1d6 to determine the contents of a room:

1-2 Monster 

3 Trap

4 Special

5-6 Empty

A second roll determines whether or not there is Treasure: 

Monster: 1-3 Yes; 5-6 No

Trap: 1-2 Yes; 3-6 No

Empty: 1 Yes; 2-6 No

If you include a pair of Jokers, a deck has 54 cards, which is dividable by 6. That means we can assign each of the four outcomes of our Room Contents Table to 9 cards. This comes out to 18 cards for Monsters, 9 cards for Traps, 9 cards for Specials, and 18 cards for Empty Rooms. With these groups, 9 of the Monster, 3 of the Traps, and 1 of the Empty Rooms would indicate a Treasure.

A deck of cards could thus be divvied up as follows:

2D = Empty with Treasure

3D-5D = Trap with Treasure

6D-AD = Monster with Treasure

2C-5C = Empty

6C-AC = Monster

2H-5H = Empty

6H-AH = Special

2S-8S = Empty

9S-AS = Trap

Jokers = Could indicate an Empty Room or Placed Encounter

Of course, all of this assumes that your dungeon has multiples of 54 rooms... but being a fan of the megadungeon, this is no real issue for me. 

Saturday, June 13, 2020

The Gygax 75 Challenge Part 6

When detailing the Town for the Gygax 75 Challenge, Otus suggests by starting with the equipment list. With it, various locals can be intuited: “a smith for arms and armor, a stable for mounts, etc.”

I haven’t really looked at Moldvay’s equipment list in a long time. I am normally playing a clone due to the fact that having one or more physical rulebooks at the table is both satisfying and useful and my physical copy of Basic D&D is rather fragile. So I was rather shocked that there is a glaring omission from his list: there isn’t anything there having to do with travel. There are no horses, no other types of animals, and no vehicles whether land or water. I guess this stems from the fact that I actually never played with Moldvay’s rules back in the day. When I did play Basic, it was with Holmes and his list has a mule, four types of horses and two each for land and water vehicles.

So, strictly speaking, if I am staying within Moldvay as much as I possibly can (and I have only violated this limitation twice in this whole process: once to grab the pterodactyl from Cook and once to grab a 3rd-level magic-user spell for a treasuries my dungeon), I really only have two shops in town: the place that sells armor and weapons, and the place that sells everything else.

At this point, Otus suggests using a name generator. I don’t disagree; however, I do have a piece of advice. In order to give a campaign a sense of place and culture, it is useful to assign real world naming conventions to different cultures in the game world. For example, one of the coolest non-gaming books I own that I use almost exclusively for gaming is The Celtic Book of Names by D. J. Conway.  It lists names from Ireland, Scotland, and Wales. Each list of names could represent a different culture in my world. In order to give a fantasy flair to these lists, a random name table can be easily generated by choosing first and second syllables from each list of names. For example:

First Syllable (Irish)


  1. Aed-
  2. Bra-
  3. Cal-
  4. Con-
  5. Dub-
  6. Fin-
  7. Mac-
  8. Shan-
  9. Tor-
  10. Uil-

Second Syllable (Male/Irish)


  1. -ach
  2. -aed
  3. -an
  4. -art
  5. -bre
  6. -ger
  7. -ghus
  8. -lain
  9. -lum
  10. -thi

Second Syllable (Female/Irish)


  1. -ait
  2. -cla
  3. -dre
  4. -eal
  5. -een
  6. -ind
  7. -is
  8. -ith
  9. -na
  10. -ri

With a ‘3’ and a ‘5’ I get Calbre (male) or Caleen (female) and with a ‘9’ and a ‘2’ I get Toraed (male) or Torcla (female). A repeated letter here or there to make it look better is up to you. This exercise will result in names that sound slightly familiar, seem to be related, and yet are far enough outside the real world to fit in a fantasy setting. Of course, these lists can be expanded well beyond just ten entries. I limited myself for brevity’s sake.

My two stores can thus be called: Calleen’s General Store and Toraed’s Armory.

I know that I will eventually need to give my players access to Cook’s list of land and water vehicles, so I need to have a place for them. The randomly generated map I used for my town offers an intriguing solution to the problem. Outside the walls of Darkport are two small communities. In the north, there is Newsteps and opposite is South Ward. Given the harsh conditions of the immediate area (arctic), population growth isn’t a satisfying answer to explain why these two communities exist.

A far more satisfying answer is economic necessity. Vehicles and animals of burden are not allowed inside the walls of Darkport. Thus, all economic activity that relates to those items found on Cook’s equipment list would have to exist outside of Darkport. Thus, Newsteps and South Ward come about to cater to this economic need.

Tuesday, June 9, 2020

The Gygax 75 Challenge Part 4

In a continuation of Week Three of the Challenge, the next step on the list is placing monsters. Otus suggests 11 (probably to make coming up with a Wandering Monster Table based on 2d6 (2-12) dead simple. Lets compare this to the math of my favorite style of stocking a dungeon — Moldvay:

The number of rooms in this dungeon design range from 21 to 36. At the low end, Molvay’s math suggests 7 monsters and 12 and the high end. With 28 rooms, my dungeon is representative of an average dungeon size using Otus’ suggestion of 1d6+6 rooms per level. According to Moldvay’s math a dungeon that size should have about 9 monsters and a dungeon with 11 monsters would have 33 rooms.

So, the monster density is a little high for my personal taste; however, it is not outside the realm of possibility if one were to use Moldvay’s random method rather than simply adhering to the math.

So here is the list:
1st level: 9 Stirges, 3 Dinosaurs (Giant Lizard, Gecko), and 4 Giant Crab Spiders
2nd Level: 5 Subhumans (Hobgoblins), 4 more Subhumans (Hobgoblins), and 1 Ice Walker (Ghoul)
3rd Level: 3 White Apes, 4 more White Apes, 1 Skinwalker (Wererat who can disguise himself as a White Ape), and 1 Skinwalker Overlord (Doppelgänger)
Chasm: 1 Winter Beast (Gelatinous Cube)
In terms of numbers, I followed Moldvay’s suggestions on his Wandering Monster Table.

The next step is to place 1d6 features through out the dungeon. I rolled a ‘4.’ This is a wild deviation from Molday. According to the strict math of Moldvay’s Stocking Table my dungeon of 28 rooms should have 4.67 traps and 4.67 “specials” — more than twice the amount I rolled up and 1.5 times the maximum roll of 6.

I will concede, however, that traps and (particularly) specials may very well be the hardest part of creating a dungeon according to the Moldvay model. So, in context of quickly churning out a dungeon with three levels, this is understandable. That said, if one is fortunate enough to own The Tome of Adventure Design it has tables that let you randomly create both traps and tricks. So, several rolls can get you well on your way to 8 to 10 traps and specials.

One can tell I am used to designing dungeons using Moldvay’s model by my choice of using a Crashed Spaceship for a theme — it allows for a lot of the Traps and Specials demanded of the style to be creatively dressed up. In making my map, I planned for three: two engines room (one intact, one melted down) and the bridge which has a window which looks out into a frozen lake and a domed underwater city.

That leaves me with one feature: neanderthal cave drawings in the entrance cave depicting a star falling from the skies.

The next task is placing Treasure. This is interesting, because this number is going to be higher than Moldvay. Had I used his math (and his distribution of monsters, specials, traps, and empty rooms), I would have 4.5 monsters, 3.1 Traps, and 2.3 Empty Rooms with Treasure for a total of 9.9. In contrast, according to Otus’ math 7.3 monsters, 2.67 features, and 2.1 Empty Rooms have Treasure, for a total of 12.

Whether or not you like this depends on what system you use. Since I am using Moldvay’s Basic D&D as my chassis, 1 gp = 1 xp. Thus, Otus’ method of distributing Treasure means more potential experience for my players. I see this as a feature rather than a bug. To put this in perspective, here is my list of monsters with their xp value:
9 Stirges = 117 xp
3 Dinosaurs (Giant Lizard, Gecko) = 150 xp
4 Giant Crab Spiders = 100 xp
9 Subhumans (Hobgoblins) = 135 xp
1 Ice Walker (Ghoul) = 25 xp
7 White Apes = 535 xp
1 Skinwalker (Wererat) = 50 xp
1 Skinwalker Overlord (Doppelgänger) = 125 xp
1 Winter Beast (Gelatinous Cube) = 125 xp
Total xp = 1362
An average party of 4 PCs needs between 8000-10,000 xp total to get to second level. That means if this dungeon is to advance the characters to second level, there needs to be a minimum of 6,638 gp in treasure. Distributed over 12 rooms, that is an average of 553 gp per room. To make things simple, we can round up and say 600 gp per room.

As an aside, if I use the average gold amounts for the Treasure Types as noted in Moldvay, and leave out the Individual Treasure Types, here are the monsters that have treasure and their treasure totals:
Stirges = 250 gp (no Magic Items)
Subhumans (Hobgoblins) = 4000 gp (15% chance of 3 Magic Items)
Ice Walker (Ghoul) = 2000 gp (10% chance of Magic Item)
Skinwalker (Wererat) = 1000 gp (10% chance of 2 Magic Items)
Skinwalker Overlord (Doppelgänger) = 2500 gp (25% chance of 5 Magic Items)
Total Treasure = 9,750 gp
Total Potential XP = 11,112 or 2,778 xp per PC in a party of 4.
I am actually really happy with that.

As far as Magic Items go, Otus suggests that 3 “Wondrous Items” be placed throughout the dungeon. He suggests pulling these from the source materials. I appreciate the use of the word “Wondrous.” This gives me the wiggle room to provide either actual Magic Items from Moldvay, unique items inspired by my source material, or “Specials” inside the dungeon that have “wondrous” effects. In other words, I can taylor this part of the dungeon design to how much magic I want in my campaign world.

Since one of the main points of dungeon delving in my campaign is to find greater sources of magic, I am sore tempted to use Moldvay’s Magic Item suggestions and re-skin them for my campaign. This would mean that I successfully rolled for either the Subhumans to have magic or I got lucky and I rolled for both the Ice Walker and the Skinwalker to have magic. Despite the incredible luck that I would have to have, I prefer the latter because it spreads things onto two different levels with the bigger reward on the 3rd level.

I (seriously) rolled up a Sword +1, +2 vs. Lycanthropes for the Icewalker (Ghoul). I’ll re—skin this as an ice weapon that is used against Skinwalkers and has a side affect of “freezing” them in a single form.

For the Skinwalker (Wererat) I rolled a Sword +1, +3 vs. Undead (seriously). This will be a plasma weapon usable by anyone that is extra effective against the “ice” creatures associated with the Winter Witch (Medusa).

Finally, I rolled up a Scroll with 2 spells on it. I randomly determined the spells and came up with Detect Evil and Dispel Magic; however, due to the hint of further adventure underwater, I decided to substitute the latter with Water Breathing.

The final step is the distribute any of the Theme Budget that is left (which, if you follow my advice from my last post, becomes irrelevant).

The Extra Credit for this week was to map out on graph paper the map, which I did as default (and interestingly it is suggested that Gygax saw this step is imperative) and to create a Wandering Monster Table. Here is mine:

Wandering Monster Table (2d6)

2. Skinwalker (Wererat)
3. 1d6 White Apes
4. 1d4 Dinosaurs (Giant Lizard, Geko)
5. 1d10 Stirges
6. 1d10 Neanderthals
7. 1d8 Fire Beetles
8. 2d4 Subhumans (Goblin)
9. 1d6 Subhumans (Hobgoblin)
10. 2d8 Winter Walkers (Zombie)
11. 1d6 Ice Walkers (Ghoul)
12. Winter Knight (Thoul)
Here is the final map with all of my notes:


Friday, June 5, 2020

The Gygax 75 Challenge

Given my recent focus on practical examples on how to home-brew things for D&D, I would remiss if I didn't mention The Gygax 75 Challenge by Ray Otus. It is a short work (36 pages including the article by Gary Gygax that inspired this work) but does claim to help the reader to "Create an RPG setting in five weeks!"

Since I've been in the mood to record practical examples and since I've been inspired by my own exploration of Human Monster Stats in B/X, I thought I would document my own experience doing the Gygax 75 Challenge here.

Week 1 of this Challenge includes the following Tasks:
  1. Get/Create a Notebook
  2. Develop Your Pitch
  3. Gather Your Sources of Inspiration
  4. (Extra Credit) Assemble a Mood Board
For the first Task, my "Notebook" will be this blog. I will record all of this process here.

The Pitch is supposed to be 3 to 7 bullet points to "sell" the campaign to potential players. Working in the background of all of this is an assumption that you are using a specific ruleset, since that will affect every step of this process.

As implied by my post yesterday, this campaign will be built upon the chassis of Moldvay’s Basic D&D. Here are my bullet points:

  • Science Fantasy: Lasers! Plasma Swords! Magic! Explore ancient alien civilizations! Chart and claim new territories on the Colony Planet Vurush in the name of the burgeoning Terran Empire!
  • Demi-humans are Race-as-Class, but are also all functionally multi-class: Dwarves are Fighter/Thieves, Elves are Fighter/Magic-users, Gnomes are Magic-user/Thieves, and Halflings are Cleric/Thieves.
  • The universal struggle is between Light & Heat (Life) vs. Dark & Cold (Death). The Terran Empire is the current champion of Light & Heat.
  • Divine Magic represents Life Magic. Arcane Magic represents Death Magic.
  • Low Magic: Human Civilization is only capable of casting up to 2nd level spells.
  • Dinosaurs: The edge of Civilization has a Lost World atmosphere.
For the third Task, the bibliography should also include a sentence or two about what each item brings to the campaign setting. Here is mine:

  • Martian Chronicles by Edgar Rice Burroughs. I want this campaign to feel like the Mars Burroughs portrays: old civilizations, multiple native species, and I love white apes.
  • The Black Amazon of Mars by Leigh Brackett. This is the source for the universal conflict as being between Heat and Cold. It also depicts the way I want Turning to look and feel like. Lycanthropes, barbarians, and berserkers are all represented here.
  • Star Wars novelization by Alan Dean Foster. I want magic to work similarly to the Force: it is an energy that can be used for Light or Dark. Light Sabres are the prototype for the Plasma Sword and I want them to be able to block laser shots. Plus, I love the open possibilities of Star Wars before the Extended Universe and all the other movies.
  • The Lost World by Arthur Conan Doyle. Give me dinosaurs, neanderthals, and saber tooth tigers!
  • Fire and Ice (1983 Film). Subhumans, dragonhawk riders, more barbarians and (again) the conflict between Heat & Cold.
  • Thundarr the Barbarian (1980-81 TV Series). The sunsword is another way to portray the Plasma Sword. Although the ancient civilization is our earth, there is this notion that there was a catastrophe that destroyed it. Plus, powerful wizards are most often depicted as the villains.
Finally, there is the suggestion that you put together a Mood Board — a collage of images that give you and your players a feel for what your campaign looks like. Normally, I wouldn't do this. I am a fan of letting players create their own version of what I am trying to describe to them; however, I also know showing pictures to players is a long standing practice in the hobby and I use it myself when words fail me. So,  here is what I came up with:


Click to Embiggen

Thursday, June 4, 2020

Human Monster Stats in B/X

I was recently asked by an old buddy of mine to look at how D&D stats up humans as monsters to see what that said about the game and by implication the game world. Given my proclivities I thought it might be an interesting exercise. The first place I went was Moldvay, not only because his is my favorite version of D&D, but because I know that humanity is well represented in the Monster Section.

I decided to make a chart for easy comparison. I threw in Dwarves, Elves, and Halflings because all of them are PC classes in Basic and I included Gnomes because I like them and I thought it would be interesting.

Click to Embiggen

Hit Dice

One of the first things that jumps out to me are the Hit Dice. In Basic D&D all monster HD are d8. Therefore, most human and demi-human monsters have a higher HD than their PC counterparts. I think this is a hold-over from 0e, where all PCs had a d6 for a hit die. Interestingly, Berserkers and Elves are the only “fighting men” that retained the ‘+1’ given to the HD of that class in the original rules.

Damage

The second is the amount of Damage each type of “monster” does. Outside the Acolyte’s preference for using a mace, this suggests a universal damage die based on class where Fighters do d8, Clerics and Thieves do d6, and Magic-users do d4.

Armor Class

Also fascinating is the Armor Class. Basic D&D doesn’t assume or assign Ability Scores to monsters. Indeed, Moldvay suggests that DMs “may” want to roll ability scores for NPC parties. As a consequence, it can safely be expected that all of the human and demi-human “monsters” have ability scores that fall within the ±0 range of 9-12. Thus, the armor class of each entry tells us something about what armor a particular “monster” is using. The results are fascinating from both a cultural point of view and as a comparison to the rules for PC classes that these monsters emulate:

  • Acolytes (AC 2) wear plate mail and shield. This reveals that the average 1st level cleric is much more likely to be a Knights Templar than a village priest. In other words, it appears that the primary role of the cleric is fighting, not necessarily praying.
  • Bandits (AC 6) wear leather and shield. This suggests that Thieves actually do know how to wield a shield counter to what the rules for PCs say.
  • Berserkers (AC 7) wear only leather. Due to their battle rage, Berserkers are the most monster-like entry on this list; however, from the perspective of the Tinkerer in me, this entry also suggests another option for a fighter class — one that lives by the axiom that offense is the best defense. By forgoing the ability to wear armor heavier than leather, this new fighter-type attacks as a fighter 3 levels higher and gains one extra hp per HD. Alternatively, maybe all Fighters get that 0e +1 to their HD and receive a bonus "to hit" based on their Movement Rate: 120 (40) = +2; 90 (30) = +1; 60 (30) = 0.
  • Dwarves (AC 4) wear chain and shield. Notice their movement rate. Based on the movement rates of others on this list wearing plate mail, one would expect an AC of 2. This suggests that Dwarves have a base move of 90 (30) instead of 120 (40). Thus, chain is the heaviest armor they bother to train with because plate mail not only slows them to 30 (10), but prevents them from carrying any gold. Another option is suggested by the Gnome below. Maybe Dwarves fill the roll of Fighter/Thief and they have access to the same type of quiet chain that Gnomes do.
  • Elves (AC 5) wear chain. Firstly, this suggests that it requires two hands to cast magic, therefore Elves don’t use shields. Secondly, look at the movement — 120 (40). Either chain mail has the same effect on movement as leather, which is contradicted by the entry on Dwarves, or all Elves have access to a special type of Elven Chain that weighs as much as leather.
  • Gnomes (AC 5) wear chain. Note that gnomes have the same movement as dwarves but do not use shields like elves. This suggests that gnomes have a reason to keep both hands free like elves. Given the lower damage die (d6) suggests that gnomes fill the roll of Magic-user/Thief in the same way Elves are Fighter/Magic-users. The fact that they can wear up to chain and are not limited to leather like Bandits suggests that they, like Elves, have a special type of chain. While not light like Elven Chain, Gnomish Chain is quieter than normal chain.
  • Halflings (AC 7) wear leather. The Halfling is an outlier. The AC, HD, Move, and Damage all compare unfavorably with the other entries. Given my own bias, I would be tempted to dump the Halfling as a character type; however, given that the lack of a shield has been used to justify spell casting, the Halfling may very well play the roll of Cleric/Thief despite the fact that both of those classes are allowed to use a shield (a nod to the better saving throws?)
  • Mediums (AC 9) wear no armor. No surprise here; however, it does go to show that these “monster” versions of the class are considered to have ability scores of 9-12 (no implied AC bonus).
  • Noble (AC 2) wear plate and shield. Again no real surprise, but it does suggest that nobles are not only expected to fight but that there is a need to.
  • Normals (AC 9) wear no armor. The only real surprise here is just how incompetent at fighting normal humans are with the d4 HD, low saving throw and lowest morale of all the entries. This is especially shocking when compared to the other races. This suggests that humans are prosperous and numerous enough to have the luxury of professional armies to protect them. Given that every other entry on this list is at least as competent as a goblin or orc (and often better), there seems to be a real need for armed conflict.
  • Traders (AC 6) wear leather and shield. What I find fascinating about this entry is that they are specifically described as Fighters, despite the fact that statistically they more resemble Bandits than Veterans. Does this suggest another fighter-type that forgoes both offense and defense for a variety on non-combat abilities? Or, does this simply suggest that a Thief is a fighter who gave up on fighting in order to pursue other mundane skills? Interestingly, the Saving Throw seems to suggest the former.
  • Veterans (AC 2) plate and shield. No real surprise here also, other than the fact that plate mail is so common among those that society expects to fight.

Morale

Morale also tells an interesting story. Most humans have a Morale of 7, whereas most demi-humans (Halflings being the outlier again) have an 8 that increases to 10 if their leader is still alive and kicking. Rather than speaking to a level of professionalism, as is suggested by the Veteran’s Morale of 9 versus the Noble’s Morale of 8, it suggests a level of desperation. Whereas humans have a place to retreat to, most of the demi-humans do not.

Treasure Type

The story suggested by Morale is reinforced by the Treasure Types. All of the human entries (as well as the Halflings) list individual Treasure Types. If a normal Treasure Type is listed, it only exists “if encountered in the wilderness.” In contrast, there are no Individual Treasure Types for Dwarves, Elves, and Gnomes. The implication is that when one of these demi-humans is encountered they are not very far from home and hearth.

Movement Rate

I find it interesting that the Movement Rates of all these monster entires contradict the normal encumbrance rules. Moldvay has leather armor at 90 (30), and metal armor at 60 (20). These entries support the idea that both unarmored and leather should be 120 (40), chain should be 90 (30) and plate should be 60(20).

Alignment

I find it fascinating that Normal humans (most often) have a Lawful Alignment. The suggests that the Alignment System centers not on morality but where one stands with Human Civilization. The fact that most human monster entries indicate that they can be any alignment says more about the fickle nature of humanity than anything else. This concept of Alignment is confirmed by the Neutrality of Dwarves, Elves, and Gnomes. While willing to work with humans, they don’t necessarily support their Civilization. Note, that Dwarves and Gnomes seem to be split on the question, though. Once again, the outlier here is the Halfling. Like Normal humans, they are Lawful. This makes me wonder if there is more of a connection between the two than the monster entries are letting on.

Monster Descriptions

There are a couple of interesting tid-bits in the descriptions of all these entries. Almost all of them refer to leader types of up to 8th level. The exceptions are not surprising: Berserkers, Normals, and Traders. What is surprising is the levels of the various leader types. Nobles are "always 3rd level," Veterans max out at 3rd level, Bandits have leaders from other classes, and (most shockingly) Mediums have a 50% chance of being encountered with their Master — a 3rd level Magic-user! 

In contrast, Gnomes have leaders up to 4th level, Clerics up to 5th, Elves and Halflings up to 7th, and Dwarves up to 8th. 

I think this speaks to the relative youth of Human Civilization and the fact that magic is largely unknown. Both Acolyte and Medium leader types can't cast more than a 2nd level spell! And remember, 1st level Clerics in B/X can't cast at all. In other words, if a PC Magic-user wants to get ahold of a 3rd level spell, they have to go outside of Human Civilization. Gnomes (if they are Magic-user/Thieves) seem to be in the same boat. The fact that Elves can routinely fire off 4th level spells speaks to their mystery and power. This might also explain their ambivalence toward Human Civilization.

So, does this make you want to tinker, house-rule a few new classes, and play? I am certainly tempted.

Wednesday, May 27, 2020

Resources for Making a Sandbox from Scratch

So, with school officially ending and with no summer programs in sight, I decided to challenge my middle child with the task of creating a sandbox campaign. Although well-versed in the video gaming scene, he has only played in a few D&D campaigns, all run by yours truly. As a consequence, he really had no idea where to start. This got me to deal with the practical reality of how to make a sandbox campaign from scratch: what resources did I actually recommend and what actually worked?

1. An Atlas

Rather than trying to explain the realities of geography, weather, etc in order to make a plausible world, I just turned an atlas upside down and said, pick a page that looks cool. Not only did this make the mapmaking step of the process easy, it follows in the footsteps of giants:

The basic campaign area reproduced on a large mapsheet outside this book, was originally drawn from some old Dutch maps. — Dave Arneson, "The First Fantasy Campaign" (1977).

2. Kilgore’s Sub-Hex Quad and Master Sheet for Hex Quads Maps

Having chosen the upside-down Aegean Sea as a starting point, I had him transfer the map as best he could to Kilgor’s Master Sheet for Hex Quads. Having done that, I asked him where Civilization was and where the Wilderness was. Once that was determined, I had him pick one Quad in the Wilderness to focus on for the campaign. This was then transferred to one of Kilgor’s Sub Hex Quad sheets.

3. The Wilderness Encounter Tables in Swords & Wizardry

These are simple, organized by terrain type and produce some pretty bog-standard results that won’t challenge a new Referee too much. I had him roll a d10 for every hex on his map. Every ‘1’ resulted in a creature from the encounter table living there. Frost Giants, Lycanthropes and Berserkers dominated the landscape. Oh, and a Purple Worm right next to some old ruins.

4. My own Interpretation of Holmes on Cultures

Based on the monsters that lived in the Wilderness, he decided that the Ancient Culture were the Giants that “dug too deep” and were destroyed by Purple Worms, the Old Culture was a human culture roughly based on Russia that succumbed to madness and Lycanthropy. Then he decided that there were two competing Present Cultures. One is based roughly on the Incan Empire (with virtually no magical tradition) and the other roughly on the Republic of Texas (which is heavily magical). My eldest was thrilled at the idea of playing a magic-wielding cowboy (which eventually morphed into a society where the rite of passage to adulthood involves getting a tattoo that allows the recipient the ability to cast one first level spell a day).

5. Dave’s Mapper

This quickly produced a tent-pole megadungeon sideview and first level that “looked cool” and was thus inspiring. What more can you ask from a map?

6. The Tome of Adventure Design

I have said it before, and I will say it again: this may be the best RPG product I have ever purchased. It is chuck full of inspiration and ideas. I first had him roll up names for each of the level of the megadungeon. Then, it was used to create the various “Traps” and “Specials” that resulted from using the next resource.

7. Moldvay’s Basic D&D “Stock the Dungeon Table”

Found on page B52, this has been my go-to stocking tool for decades. While it doesn’t produce perfect results, it gets you in the ballpark as long as you understand that the results are there to inspire and not be set in stone. As long as you understand why things exist in your dungeon and it makes sense to you, it will make sense to the players.

8. Monstrosities and Swords & Wizardry

Despite voicing a desire to play 1e AD&D, I decided on Monstrosities and Swords & Wizardry for a resource on monsters to stock a dungeon because of the guidelines S&W gives for the Challenge Level of dungeon encounters. I have been quite satisfied with how well this works in game play. As a consequence, it provides a great starting point on understanding how difficult a particular dungeon area/encounter is going to be. Monstrosities also provides an example encounter for every monster in the book. So, it is also instructive about what those encounter and dungeon areas can look like.

Finally, generating treasure using S&W is dead simple and flexible. Whatever gets rolled indicates total value, not a specific coin count. So, a treasure could very well be in barrels of whisky, rolls of silk, or whatever tickles your fancy.

9. The Question “Why?”

Why do think the goblins are there? Why are they on the same level as those spiders? Why are they risking their lives to be there?

Again, if your dungeon makes sense to you, that confidence and knowledge will be communicated to the players and it will make for a better game.

10. Dyson’s Maps

Once the first level of the megadungeon was squared away, I had him choose three maps from Dyson’s collection to represent various lairs in the vicinity of the starting village. I had him repeat the various steps he used to do the first level of the megadungeon.

In the end, I had to cut him short when he told me he had an idea for his various dungeons. “Just write it down” became a mantra. It goes to show, however, how useful all of these resources are: they inspired a newbie to create a world where things make sense to him and enough choices for his players that he won’t be having to improvise that much any time time soon.

In other words, he’s confident he can do this.


Monday, June 26, 2017

On Gnomes and Titans

Recently, an old high school buddy of mine got inspired to go back and re-read some of the older rulesets of D&D, in part because of my gushing review of the Swords & Wizardry Legion stuff I was able to get my grubby mitts on.

He and I have a weird appreciation for gnomes as a PC race. When 4th Edition came out, there was a Youtube video explaining why tieflings were now PCs instead of gnomes. Ironically, it just cemented everything we like about gnomes. We both are infected with the old-school mind-set that if you can survive a dungeon with a pathetic excuse for a PC it says a lot about your skill as a player. Therefore, we understood this video as a challenge:



So, my friend decides he is going to make a 1e AD&D gnome character and consequently forwards me this quote:
"When being attacked by gnolls, bugbears, ogres, trolls, ogre magi, giants AND/OR TITANS (emphasis mine), gnome characters subtract 4 from their opponents' "to hit" dice rolls because of the gnomes' small size AND THEIR COMBAT SKILL AGAINST THESE MUCH BIGGER CREATURES (mine, again).
He also challenged me to figure out why a gnome would have combat skills against titans.

This rule is actually a remnant from Chainmail:
DWARVES (and Gnomes)…Although they are no threat to the larger creatures, Trolls, Ogres, and Giants find them hard to catch because of their small size, so count only one-half normal kills when Dwarves and Gnomes fight with them…
So, although gnomes are ineffectual at doing any damage to these types of creatures, from a tactical point of view, they do serve as a great way of slowing them down long enough to get stronger units in place to take the larger creatures out.

This rule is not found in OD&D, probably because it was assumed because the combat system used by OD&D was Chainmail. The d20 system everyone is familiar with today was the alternate combat system. As a consequence, this is not found in either Holmes or Moldvay but does find itself back in 1e AD&D with “Titan” added to the list of examples of creatures that have a hard time hitting dwarves and gnomes; however, 1e AD&D also adds that very curious phrase about combat skill…

If one takes a look at the Titan in the 1e AD&D Monster Manual, three intriguing aspects jump out:

  1. Titans primarily live on other planes, but do occasionally visit the Prime Material Plane especially to mingle with Storm Giants.
  2. Titans can use Invisibility at will and have access to a number of spells from both the magic-user and cleric spell lists.
  3. Titans who use Protection from Evil get double the bonus against Lawful Evil creatures.

This paints a picture of a creature type that existed before there was a distinction between Arcane and Divine magic, who does not see other planes as their natural home, spent time specifically fighting Lawful Evil creatures but lost due to the fact the the Prime Material Plane is no longer their normal habitat.

There are two groups of creatures that immediately suggest themselves when one thinks of Lawful Evil: Humanoids and Devils. Only one of those groups lives on the Prime Material Plane.

I am now going to go down a path that necessitates an understanding of my reading of the relationship between various humanoids and Dwarves. You can find that post here.

The ancient being(s) that twisted elves and dwarves into various humanoids did so in an ongoing battle with Titans on the Prime Material Plane. In response, the Titans developed more powerful protection spells against the humanoids which made up the bulk of the armies they were fighting against. In response, the ancient(s) enslaved the dwarves to use as fodder against the titans and further twisted the dwarves into gnomes. Dwarves and gnomes are resistant to magic and gnomes are bread specifically to deal with illusionist magics (to fight invisible titans). Due to the fact that the protective magics of the titans were designed to fight Lawful Evil humanoids, when they came upon dwarves and gnomes, they were caught by surprise and underestimated the danger of their foes. As a consequence, the titans were driven off the prime material plane.

Thus, dwarves and gnomes have combat skills against titans because they were specifically bred to fight against them by the ancient(s) who twisted elves and dwarves in the first place.

Sunday, November 6, 2016

Gamer ADD: Monster Manual II Part 2

In Search of a Theme

Moving forward, I am going to have to depart from the methodology I used with the FF, because, while I whole-heartedly embraced the themes of the FF, I am not at all interested in the theme of the MMII (Gygax’s underdark and planar cosmology). Therefore, rather than beginning with the MMII, I am going to begin with Moldvay’s Basic D&D and his monster section.

Moldvay presents seventy monster types (where some types, like dragons and lycanthropes, have several entries). Of these types, 51 have entries that are below 4 HD. Of the nineteen that are 4HD and above, only 5 are 6HD and above. This gives me a tool with which to eliminate a large number of monsters in the MMII that might have appeared in a Basic Edition of D&D. This tool (not uncoincidently) eliminates a lot of extra-planar and underdark monsters. As a consequence, I can begin with a thematic clean slate with the monsters that remain.

One interesting feature of the MMII is the fact that there are a lot of entries for normal animals. Bat, cat, cheetah, eagle, falcon, goat, otter, owl, rat, skunk, snake, squirrel, swan, weasel, vulture and swordfish are examples that fall below 4HD. There are more, like the narwhale, that are 4HD+. Rather than using a bunch of types on various animals, I will simply use one entry: animals. This will allow me a greater variety of monster entries and help me find a few new themes. Unfortunately, finding 51 entries outside of animals in the MMII of monsters with less than 4HD is difficult. There will be a higher number of monsters with higher HD, but the overall HD average should be similar to Molvay because of the number of low HD animals under the animal monster type.

Looking over what is left, I can justify three main themes in the MMII with a pair of sub-themes:

  • Fey with a sub-theme of the Undead
  • Lost World with a sub-theme of Plants and Fungi
  • Elemental

One interesting feature of the fey is that, with the exception of Swanmays and Hybsils, the overall-all alignments tend toward neutral and evil. This includes both versions of elves: wild elves (neutral) and valley elves (chaotic neutral). Given that I see no functional difference between chaotic neutral and chaotic evil, this makes the only arcane casting elves in the game Chaotic, and therefore monsters, not a PC class.

I use the term Lost World because there are a lot of monsters that hail from some fantasy version of prehistory. Dinosaurs and weird giant insects abound. In addition, there are several entries for humanoid-like creatures that appear to have evolved from a non-mammalian source: aspis, formian, myconid, ophidian, vegypygmy and vulchling. I also include here a number of monstrous plants like the mandragora, tri-flower frond and kampfult.

Due to the abundance of planar monsters, it is difficult to avoid an elemental theme with entries like the azer, firebat, magman, mudman and sandling.

The end result actually feels a lot like Moldvay’s monster section, which also had both  Lost World and mythological elements within it. The major difference is that the MMII ventures outside the expected and will hold a lot of unpleasant surprises for players.

Saturday, November 5, 2016

Gamer ADD: Monster Manual II Part 1

A few years ago, I did a series of posts based around the idea of seeing what would happen to Moldvay’s Basic D&D if the Fiend Folio had been the source of all the monsters instead of the more traditional ones found in the Monster Manual and the monster section of my favorite version of D&D.

As happens when I start thinking about gaming and actually gaming, my brain jumps from one idea to another in what can only be described as Gamer Attention Deficit Disorder. I was recently thumbing through the Monster Manual II in search of inspiration for some 5e monsters, when my brain began to think on the possibility of repeating the aforementioned exercise with the MMII instead of the FF.

What makes this possibility interesting to me is that the MMII has always been my least favorite of all the monster manuals. This is in part because I did not buy it upon release in hopes that I could be surprised as a player when new monsters came crawling out of the woodwork. Unfortunately, so much of the work in the MMII is derivative that I only found myself disappointed rather than surprised.

When I finally got my hands on one, I found that the collection was as boring and disappointing as I’d feared. Like its predecessors, the MMII has an overarching theme. The MMI is chuck full of mythological and literary monsters. The FF has a definite sci-fi vibe to it. The MMII is an expansion of Gygax’s underdark and planar cosmology. Whereas I am a huge fan of mythology and the literature of science fiction and fantasy, I have no love for either Gygax’s version of the underdark or the various D&D planes. Indeed, when I am world building, these are two concepts that are left on the cutting room floor almost every time.

As a result, I don’t find any really iconic monsters in the MMII that demand entire campaigns or even adventures to be structured around. I am constantly fighting the the preconceptions that come with the theme: the underdark and the planes. If experience has taught me anything when it comes to D&D, however, it is that there are many hidden gems within even the most familiar of texts.

Therefore, I am actually looking forward to this series of posts. I can’t wait to find those gems that I have passed by all these years because of my own disdain for the MMII.

Friday, March 6, 2015

Tharks!

I don’t know if you’ve noticed, but some really interesting info has recently been unearthed about the Known World which was originally published in Cook’s Expert Edition and which eventually became known as Mystara. Lawrence Schick (author of White Plume Mountain), who helped Moldvay create the Known World, has been kind enough to share with us a bunch of info about what the Known World looked like prior to publication. You can find the awesomeness here (with a big shout out to James Mishler):


One of the most fascinating things about this whole exercise is the inclusion of various non-human/demi-human races from literature not penned by J.R.R. Tolkien — Tharks and Kzinti, for example. The latter were meant to be a PC race and ended up in D&D as Rakasta and Tabaxi. The tharks, on the other hand, were just too strange and were always going to be a monster-type that attacked everybody. Well, as those who are familiar with my playing style, I like weird. Therefore, I am really interested in working on a campaign to take place within the Original Known World and for that I want to give players an opportunity to play a thark.


To that end, I need to start with Champions (of which I played 1st-3rd editions). I am a big fan of Champions because of the way it approaches the special effects of super-heroes. Rather than try to come up with rules to cover every type of ranged attack found in comic books, they reduced everything to mechanics. It was then the player’s job to describe these mechanics with special effects. For example, a 10d6 ranged attack could be ice, fire, laser, an elongated fist punch, chunks of rock, etc. If one takes the same approach with the demi-human classes found in the ACKS Players Companion, all kinds of goodness can be found there.

For example, here is how a basic dwarf is expressed mechanically in ACKS:

  • They require a minimum Con of 9
  • They cannot use TH swords or longbows
  • They cannot use arcane magic
  • They have a +1 to surprise rolls in a given situation (underground)
  • They speak four bonus languages
  • They can spot traps
  • They have bonuses to saving throws (+3 vs. Breath and +4 to everything else)
  • They are limited to a 13th level maximum

If one divorces these mechanics from the "special effect" of being a dwarf, it is possible to apply all of these mechanics to other non-human and demi-human races, thus allowing us to create PC classes for all kinds of races from whatever source material we want.

These mechanics, for example, could easily be used to describe tharks. The no TH swords and longbows could be explained as a cultural bias. Or, better yet, one could expand that limitation to all TH weapons, explaining that such a fighting style is inefficient with four arms. If you throw in the fact that wearing heavy armor also interferes with their fighting style, there are two available slots for bonuses to represent having four arms:

  • They can wear two shields, giving a total of +2 to AC.
  • They can use the two-weapon fighting style (which normally gives a +1 to hit) while wearing shields. This fighting style also gives them a +1 to damage.
  • For flavor, tharks could get a -1 reaction roll with all other races, but a +1 with other tharks.

Otherwise, they fight and save as fighters and can use any weapon that doesn’t require a TH fighting style.

Requirements: CON 9
Prime Requisite: STR
Hit Dice: 1d8
Damage Die: 1d8
Maximum Level: 13 
XP       Level
2500         2
5000         3
10000       4
20000       5
40000       6
800000     7
160000     8
270000     9
400000   10
530000   11
660000   12
790000   13

So, you want to play a thark in the Original Known World of B/X? There you go, compliments of the guys over at Autarch via the ACKS Players Companion.

Thursday, February 7, 2013

Do We Still Need Labyrinth Lord?

Now that both Moldvay’s Basic Edition and Cook’s Expert Edition are available as .pdfs from WotC, one can legitimately ask the question: Do we still need Labyrinth Lord?

I would answer that question with an unequivocal YES for two very important reasons:

  1. LL is an established brand with a license that hobbyists like myself and small publishers can easily and legally publish under with full knowledge that whatever we produce can be used by those who want to do the B/X thing with virtually no conversion at all.
  2. More importantly to me, LL has a library of compatible games that are specifically designed to be modular. Original Edition Characters, Advanced Edition Companion, Mutant Future, Realms of Crawling Chaos and Starships and Spacemen 2e are all specifically designed to be able to be integrated together to create all kinds of cool homebrew campaign worlds without having to house rule. In addition, Dan Proctor has provided several free .txt documents for us hobbyists to do exactly that.

Despite the fact that I gleefully grabbed up the .pdfs of B/X (and was very pleased to see how well they are bookmarked) I still plan to use LL as my default ruleset precisely because of the versatility it provides me as a hobbyist. There are still many things within the LL library that await to be exploited to go places where B/X on its own can’t go without a lot of work that has already been covered by the LL library.

Thus, while I am very happy about what WotC is doing for the hobby and they deserve my gratitude and thanks, Dan Proctor also needs to be thanked because his work has greatly expanded the awesomeness of B/X and taken it to places it never went on its own.

Tuesday, January 29, 2013

Gamer ADD: Fiend Folio + The Caves of Chaos

I am suffering a rather severe case of Gamer ADD and am struggling to keep my focus on any one project; however, one of this plethora has sort of emerged as something that I may very well have an opportunity to finish sometime in the nearish future. As I have noted, since WotC started to re-release its D&D library as .pdfs, Moldvay’s Basic Edition and B2 The Keep on the Borderland have hogged the 1 and 2 spots of top selling items over at RPGNow.

One of my most popular series of posts was an intellectual exercise to see how Moldvay’s Basic Edition would look like if the monster section only had creatures from the Fiend Folio. Although I did end up making Wandering Monster Tables and I did stock a dungeon using them, I never took the whole exercise to the next level: producing a version of the Caves of Chaos that would have come with that Fiend Folio’d version of Moldvay’s Basic Edition.

Given the popularity of both B2 and Moldvay’s wonderful little red book, I decided to take on the task. I can’t speak for other folks who write adventures, but there are those that fight you every inch of the way (my continuing struggles with my version of The Chateau des Faussesflammes immediately comes to mind) and those that seem to write themselves. When I started thinking about re-imaging the Caves of Chaos infested with Fiends from my favorite Folio, the adventure definitely fell into the latter category.

I have a similar variety of monsters in store, with a similar spread of HD, a similar amount of available treasure, a far more naturalistic make-up for why those monsters are there and a little over 40 more rooms to explore. Here is a little background to whet the appetite (and put a fire to my feet to get this thing done):

The Caves of Cormakir the Conjurer

Also called The Caves of Cormakir the Chaotic or The Caves of Chaos

Almost two decades ago, a group of adventurers happened upon a collection of caves on the edge of the Wilderness. They explored them, rid them of all the horrors that dwelt within and returned laden with the riches that adventure sometimes brings. One of their number, Cormakir the Conjurer, decided to make the caves his own with the intention of having them be a new vanguard against the forces of Chaos that lurked in the Wilderness.

Unbeknownst to all, there was something yet undiscovered within the caves that corrupted Cormakir to his core. Rather than making the caves a vanguard, he turned them into a laboratory for creating vile creatures intent on wrecking havoc upon Civilization. Fortunately, his experiments got out of hand before he was able to mass an army of Chaos and several of his menagerie escaped. Thus warned, his former companions and a small force of soldiers descended upon the caves and put an end to Cormakir and his depraved research.

Though the survivors went thoroughly through the Conjurer’s demesne, they could not find what it was that had corrupted him. Thus, they abandoned the caves for fear of being corrupted themselves.

That battle took place ten years ago. There is now growing evidence that there is a new master of the caves, who is sending out raiding parties of humanoids intent on not only wrecking havoc, but taking prisoners. A call has gone out throughout the area for a new generation of adventurers to return to the Caves of Cormakir the Conjurer and rid it of its evil once and for all.

Saturday, January 26, 2013

Saintly Saturday: St. Simeon the Elder

Today is the feast of St. Simeon the Elder. From childhood he took up the vocation of a hermit, living in a cave in the Syrian wilderness. Having heard of his holiness, people began to flock to him. Therefore, he withdrew even further into the wilderness by going up into the mountains of the Aman range. Still, people travelled from far and wide to see him. Finally, he withdrew to Mt. Sinai.

After struggling at the place where Moses received the name of God, St. Simeon was directed to returned to Aman, where he founded two monasteries. He died around the year A.D. 390

I am tempted to once again point out the way the hermit’s life is an allegory for the wilderness adventures and end-game of D&D. The pattern of St. Simeon’s life is repeated over and over again throughout the history of Christianity. The hermit goes into the desert (where demons reside according to Scriptural geography) in the same way that mid-level adventurers begin to wander the Chaotic Wilderness. People would brave the desert and the wilderness in order to gain wisdom from these hermits in the same way that adventurers begin to make the Wilderness safe for travelers. The hermit, feeling that they are not yet ready or worthy of such attention, goes deeper into the desert, in the same way adventurers seek greater and greater challenges.

This pattern repeats until the hermits are ready, at which time they come out of the wilderness and come back (in the case of Simeon to a place he was famous at before) to build a monastery or serve in some capacity within Civilization. Similarly, the end-game of D&D has the adventurer build a stronghold within the Wilderness that they have made safe for Civilization.

Intriguingly, the monasticism that St. Simeon took part in on Mt. Sinai is recorded by the pilgrim Egeria sometime in the A.D. 380’s and is the earliest evidence of monasticism on the mountain. Eventually, the Monastery of St. Catherine was built in the sixth century and produced some of the greatest pieces of Christian art ever, including one of my favorite icons of Christ:


This brings me to what I’d rather write about today, especially in light of what happened in the hobby this past week. We live in a society obsessed with what is new. We line up around the block for the latest movie, video game, phone, computer or whatever because it is new. We live under the illusion that progress is not only good, but inevitable. Any serious study of history demonstrates that wisdom and knowledge are always being lost because civilizations rise and fall because we are repeating the same mistakes again and again.

In other words, new does not always mean better and we must always ask ourselves what we are progressing towards. The monastery at Mt. Sinai, and others like it, are beacons that illumine the world about the old and ancient that are not only worth preserving, but emulating. Last week, WotC gave all of us who participate in this hobby a very pleasant surprise by releasing part of the old ways of D&D for consumption again. Personally, I was extremely gratified to see that, at least in this small part of the world at large, the folks in this hobby have learned this glorious lesson — we not only want to preserve our past we want to use it.

Friday, January 25, 2013

Moldvay Rules

As I mentioned on Tuesday, WotC re-released part of its old D&D library as .pdfs on RPGNow. I don’t know how many of you noticed, but RPGNow’s server crashed on Tuesday due to the sheer amount of traffic that resulted. One might be tempted to chalk this up to the fact that the .pdf library includes both 3e and 4e products.

However, I would call your attention to the “Hottest Items” list over on the right side of the RPGNow page. Notice the top two selling items: Moldvay’s Basic Edition and B2: The Keep on the Borderlands. Note also that eight of the top fifteen spots are held by Basic and 1e products, but not a single 3e or 4e product is on the list.

It goes to show that WotC has not only done the hobby a great service by allowing us access to our history and that they have been cheating themselves of a solid revenue stream, but that the desire to handle and play with this history is very real. Again, thank you WotC. More please.

Tuesday, April 26, 2011

A Holmes Thought Experiment

In the afterglow (and recovery from) the celebration of Pascha (Easter), I was reading the introduction to the Cook-edited Expert D&D book and was transported in time back to 1981 when Moldvay's Basic first came out. On my way over to my best friend's house for our weekly get together, I got into an argument with him over which version of D&D was better — my Holmes Basic edition or his shiny new Moldvay Basic edition. There wasn't much substance to our argument (it was really just an "I've got a newer one, nya nya!" kind of fight), though I do remember scoring points because Holmes had stats for giants.

I had this flashback because Cook includes some tips for using my old Blue Book should I not have the Red Book version of the Basic rules (what he calls the "early edition of D&D Basic" and "older D&D Basic"). Cook explicitly states:

...in any place where the older D&D Basic rules and the new D&D Expert rules differ, the D&D Expert rules should be used…several charts from D&D Basic have been reprinted on the back of the title page for reference.

I remember buying the Expert book before I went out and bought Molday's Basic (and before we eventually all moved onto "Advanced" D&D because that was obviously better than "Basic" and "Expert"). Thus, there was a time in my life when following Cook's advice would have been necessary.

Here is where I came up with a little thought experiment. Given that my friends and I didn't have access to, the budget for or fell into the implied advertising campaign of AD&D, what would've happened if I continued to insist that the Holmes edition was better than Moldvay's? In other words, what would my home-brew D&D games look like if I did the opposite of what Cook recommended and I allowed Holmes to trump Cook?

Cook lists the major areas where the two rules differ (Alignment, Encumbrance, Weapons (both normal & magical), Monsters (where Expert emphasizes wilderness encounters and there a few statistical discrepancies) and Treasure (Holmes prefers random placement and has 5 copper = 1 silver), but there is an amazing amount of consistency. This amalgam of Holmes & Cook is not really that far out in left field.

There are a couple of significant differences and omissions that I really like, however, when Holmes is preferred over Cook where the two differ:

Characteristics

Characteristics are de-emphasized to a dramatic degree and their primary function is to determine whether or not someone gets an experience point bonus.
  • No combat bonus for Strength.
  • Intelligence gives the wonderful wonky percentage to know spells and a minimum number of known spells — which the Magic User appears to start with!
  • No save bonus vs spell for Wisdom.
  • Dexterity give only a bonus to hit with missile fire.
  • Constitution still gives a hit point bonus (but only for 15 and above)
  • Charisma is not a dump stat — it can save a character's life. High Charisma characters are more likely to be taken prisoner that be killed and their followers (both men and monsters) will stand by until death. There is no upper limit for the number of hirelings with high Charisma.

Classes

There is an absolutely fascinating little paragraph in Holmes about Additional Character Classes:

At the Dungeon Master's discretion a character can be anything his or her player wants him to be. Characters must always start out inexperienced and relatively weak and build on their experience. Thus, an expedition might include, in addition to the four basic classes and races (human, elven, dwarven, halflingish), a centaur, a lawful werebear, and a Japanese Samurai fighting man.

Couple this with the hints at paladins, rangers, illusionists, witches, monks, druids, assassins, half-elves and the idea that Dwarves and Halflings can advance as either Fighting-men or Thieves and elves are both Magic-Users and Fighting-men gives players a tremendous amount of freedom to fiddle with classes. In addition, this creates a nice little compromise between race-as-class (which I am a fan of) and those who want their dwarf or halfling to be something other than a dressed-up fighter.

Whereas there is plenty of information upon which to hypothesize a Halfling and Dwarven Thief, there really is no immediately apparent way to proceed with the other classes suggested. The half-elf seems to suggest an elf who can be either a Magic-User OR a Fighting-man.

Equipment

Personally, I love the touch that there are no holy symbols, only crosses!

Encumbrance

In practice, I tend to ignore encumbrance until it becomes obviously important (like how are you going to move 50,000 gold pieces?). I abstractly base movement rates upon armor worn. Therefore, I love the common-sense approach Holmes takes towards encumbrance — players list a location for every piece of equipment carried. If it doesn't make sense, you can't carry it.

Combat

I love the fact that Armor Class is a representation of a type of armor, rather than an abstract number. Sans a Dex bonus to AC, magic bonuses become a penalty to the attacker's roll. This opens the door to plausible Weapon vs. AC use.

Monsters

Gnolls are mentioned throughout Holmes. They exist in the wandering monster tables, as examples for spell targets, as a language demi-humans know and as the equivalent for how a kobold-chief should fight as. There is even an illustration that we modern gamers would recognize as gnolls (hyena-men); however, they are not among the monsters in the monster section. Nor are they in Cook's Expert edition. It is possible to infer that they are 2HD creatures (based on their place and number in Holmes' monster encounter tables) but zero description as what a gnoll actually is. Thus, we are free to make it anything that we want — I am personally tempted to go with Lord Dunsany's gnoles who appear to be gem-loving dark fey who live in hidden holes in trees.

Magic

Magic-users can spend 100gp and 1 week per spell-level to create scrolls! This gives them a tremendous amount of flexibility — if they can afford it. This is rather key, since in Holmes Magic-Users can only use daggers and they will always have an AC none with no bonuses to protect them at low levels.

Finally, Holmes has the Stone Mountain cross-section with its evocative Great Stone Skull, The Pit and Domed City & came with B1 rather than B2...

Thursday, December 30, 2010

Finding My Own Personal Proto-Game

Recently, I read the news that Frog God Games is releasing a new "complete" edition of Swords & Wizardry. Though I do not currently play any edition of S&W, part of me really wants to. So, in order to find out what this new "complete" edition was all about, I started searching around for reviews and ran across this lovely bit of fandom.

This got me thinking about my own recent experience with Ye Auld Game and my attempts at exploring the roots of this hobby. This has primarily involved running my Lost Colonies campaign, which began as an experiment on two fronts.

Firstly, I was interested to see what would happen if I introduced an older edition of D&D to a bunch of players who cut their teeth on 3.5. In this sense, the experiment has been wildly successful. The campaign has been going on for 18 months(!) and has outlasted three concurrent 3.5 campaigns played by the same group of players. In addition, several of these same players have started running their own older-edition games.

Secondly, I wanted to reach back beyond my own experience to try and find an edition and a way of playing the game as it was somewhere in the late 70s. In this sense, my experiment has had mixed results. The campaign started with just the three core classes, and a few wrinkles based on the Chainmail rules. Both of these have long since been jettisoned. Something interesting happens on the way to the gaming table from the intellectual exercises that try to imagine a "purer" version of the game. In short, everyone at my table is more interested in having fun than adhering to some kind of rigid definition of what is "D&D." In process, we all gravitated toward that wonderful space that exists somewhere between the LBBs, Holmes, AD&D and B/X.

Which brings me to the real point of this post. For a variety of practical and fiddly reasons, when I chose to begin this experiment, I opted for Labyrinth Lord as my ruleset. At the time, I saw it as a compromise with my players that I wasn't entirely happy with (mainly, because it didn't meet with the exacting parameters of my own intellectual exercise). This decision, however, has turned out to be a huge blessing.

If, as has happened over the course of our play, by either design or by accident one wants to find that proto-D&D one might have played somewhere between 1977 and 1983 that shamelessly borrowed from the LBBs, Holmes, AD&D and B/X, Labyrinth Lord is a fantastic vehicle to get there.

The genius of Dan Proctor's design is modularity. Taken together, Labyrinth Lord (LL), Original Edition Characters (OEC), Advanced Edition Companion (AEC), Mutant Future and even (hopefully soon) Starships & Spacemen offers a plethora of compatible options for a slew of different campaigns. It is a very easy matter to use the OEC Cleric with the AEC spell list as written. There is no need to convert anything, no need to house-rule this stuff — it is all there in black and white just ready for anyone to mix and match.

In other words, LL is very capable of re-creating whatever version of D&D we old grognards played as kids. I know this because it is this proto-version of the game that has emerged from playing LL with my Lost Colonies campaign. I had almost forgotten what this proto-version was over the course of all these years since my mom came home from Target with the Holmes edition. LL not only made this kind of game possible, but easy to find.

Tuesday, September 28, 2010

A Thought Experiment

I mentioned yesterday that I've been busying myself with the thought experiment suggested by Scott at Huge Ruined Pile. I've decided to use Leigh Brackett's "The Black Amazon of Mars" as inspirational material (as suggested by Moldvay in his appendix). I'd like to share some of the results:

Synopsis

The hero, Eric John Stark agrees to take a powerful artifact — a talisman — back to a city in the north. The city, called Kushat, guards the Gates of Death but the inhabitants have long forgotten what lay beyond or why they keep vigil. After a barbarian horde sacks the city, Stark takes it upon himself to go through the Gates in order to prevent one of the distraught Kushatites from letting loose the great evil that lay beyond. This evil is an ancient civilization antithetical to humanity. Dependent on cold, its empire, if restored, would make the world uninhabitable for human kind. Stark learns the secret of the talisman, beats back (but does not destroy) the evil and returns to civilization to help the people of Kushat remember why it keeps vigil at the Gates of Death.

Setting

This story takes place in the polar regions, at the edge of civilization where bandits and barbarian tribes are constant dangers. There is a bit of a Keep on the Borderlands feel, with the city being an outpost of civilization in the wilderness; however, Kushat is a very key and powerful city state, because it controls the water on a dry planet. Thus, the city has significant strategic value for the rest of civilization.

In addition, the landscape is dotted with the ancient remains of the empire once ruled by the creatures beyond the Gate of Death. They are described as towers with multi-level cities beneath. In other words, there are dungeons aplenty to explore, all of which might hide relics of an ancient, evil civilization. A megadungeon may not be out of the question — at one point, Stark describes his descent into the main city beyond the Gate, calling each successive layer beneath the ice a "level." He goes as far as the "third level" with many more beneath that.

Monsters

The evil creatures beyond the Gate of Death are described by Brackett:
They had no faces, but they watched. They were eyeless but not blind, earless, but not without hearing. The inquisitive tendrils that formed their sensory organs stirred and shifted like the petals of ungodly flowers, and the color of them was the white frost-fire that dances on the snow.
Their touch is so cold as to painfully numb the flesh it comes in contact with. They have devices that create cold waves that paralyze their victims, and a crystal that can encase its victims in ice dooming them to a slow, frozen death.

Keeping in mind that I am using Brackett as inspiration and not trying to duplicate her version of Mars exactly and that the goal of this exercise is to only use Moldvay's Basic D&D as is with minimal house rules, I am not going to stat these cold creatures up. Rather, I will substitute an existing Moldvay monster for them.

Given the tendrils and the ability to petrify and given that Scott has pointed out that they have their own language, civilization and culture in Moldvay, I will be using Medusae as my stand-in for Brackett's cold creatures. Though I am not going to change the mechanics of the Medusae, I will be fiddling with their special effects. As with Brackett's creatures, they will be frost-fire white and their petrification gaze will be by intense cold and ice rather than stone.

This opens a thematic door which has far-reaching implications for the special effects of various mechanics in Moldvay's D&D. Firstly, it equates Chaos with cold (and by association, darkness). Indeed, Stark was able to fight off these creatures with the intense heat of a device the talisman allowed him to use. Thus, Law is equated with warmth (and by association light). This suggests a cosmology of Light vs. Dark (nicely suiting my own religious proclivities) and that the special effect of Turning takes the form of producing waves of light and heat to keep the undead (those creatures totally allied with/produced from the cold and dark) at bay, and even destroy them if powerful enough.

It also suggests that there is an entire classification of creatures (of which undead are a part) that manifest as cold. Given the Medusae's petrification powers, and given that this is expressed as intense cold and ice, I am going to interpret all paralyzation/petrification powers as having the same kind of special effect. Thus, the following are all somehow spawns of the Medusae:
  • Carrion Crawler
  • Gelatinous Cube
  • Ghoul
  • Thoul
  • Other Undead
In addition, since "turned into stone" has shifted to "turned into ice" the following also are creations/spawns of Medusae:
  • Living Statues
  • Gargoyles
Given that Thouls are described as a magical combination of a Ghoul, a Hobgoblin and a Troll, it would seem that the humanoid population would be allied with and even interested in transforming themselves to become more like their Medusae masters. This also allows for a buffer zone between Civilization and the Medusae, which serves two purposes. Firstly, it creates a mystery as to the identity of the puppet masters and who is responsible for this ancient, evil civilization. Secondly, it allows for lower level characters to have something reasonable to go up against.

In addition, White Dragons are somehow connected to Medusae (are Medusae a larval stage of dragon reproduction?).

The barbarian tribes on Brackett's Mars did not ride horses, but rather giant reptiles. Since Moldvay specifically mentions "lost world" areas in some of the monster descriptions, I am going to use these giant reptiles as an excuse to have a kind of "lost world" theme to the wilderness around the edges of civilization. Thus, the following monsters can be found there:
  • White Ape
  • Giant Bats
  • Cave Bear
  • Berserker (Stark himself seems to be one)
  • Sabre Tooth Tiger
  • Giant Insects
  • Giant Lizards
  • Lizardmen
  • Neanderthals
  • Giant Snakes
  • Stirges
  • Troglodytes
These two categories (cold-allies and lost-worlders) make up the bulk of the monsters found in and around the adventure area.

Of the rest, the following are (with the exception of lycanthropes) not mentioned by Brackett in the story, but can be thematically categorized if Dopplegangers are understood to be the remnant of an ancient alien invasion that were defeated by the Medusae (and are thus their ancient foe). They are all somehow "stuck" in between shapes. Thus, they are either experiments by Dopplegangers or are Doppleganger descendants who got "frozen" in a particular form (probably from exposure to the Medusae and their allies):
  • Harpy
  • Lycanthropes
  • Minotaur
  • Owl Bear
  • Rust Monster (I could see these being related to Dopplegangers as Carrion Crawlers are related to Medusae).
Of what remains, all of the human "monsters" can obviously be found and there are several fungus/mold creatures that logically would inhabit abandoned dungeon areas. The rest are, shall we say, "thematically challenged":
  • Dragons (other than white)
  • Dwarves, Elves and Halflings (Brackett's world is definitely human-centric)
  • Gnomes
  • Pixies
  • Sprites
  • Shadows (though they fit nicely into "darkness" they are specifically not undead and are immune to turning)
It is quite amazing how easy (and fun!) this was — to create the foundation of an entire campaign, with a suggested history, a pair of implied mysteries, a cosmology and several thematically grouped monsters using only a novella and Moldvay's Basic D&D. I've been so excited about the smorgasbord of OSR/OGL material out there, that I had lost sight of the elegant simplicity and flexibility of this game.

Monday, September 27, 2010

Thoughts on Sci-Fi RPGs Part 4

I've been under the weather this past weekend, and as I've demonstrated in the past, I tend to deal with such misery by doing thought experiments. Since a comment by Erin on my musings on Sci Fi RPGs brought my attention to this particular thought experiment, that is how I spent my weekend. Since Scott of Huge Ruined Pile has done much of the hard work with the rules themselves, I busied myself with the Inspirational Source Material at the end of Molday's Basic D&D. I felt entirely justified in doing this, because I vividly remember staking out literary territories that inspired and informed D&D worlds that my friends and I built and played in when we were first trying to feel our way through the game.

I did give myself a limitation, however. I only allowed authors and works that I had not read before. As I was ill, I was limited to free on line resources. One of the first authors that I had success with was Leigh Brackett and her fabulous tale "The Black Amazon of Mars," which was the original title and version of The People of the Talisman — one of the titles cited by Moldvay.

Please note, Leigh Brackett is a sci fi writer and "The Black Amazon" is a sci fi tale. Interstellar travel is a given. The story begins with the aftermath of a gun battle. Mercury, Venus, Earth and Mars are all mentioned as places the hero Eric John Stark has been.

Which brings me to the point of this post. Having been completely drawn into Brackett's vision of Mars and her version of the solar system and inspired enough to put on paper some kind of D&D version of this vision, I have come to the conclusion that I think James' question makes an erroneous assumption. Despite the sci fi source material, D&D (especially Moldvay's edition) is a perfectly suitable game with which to create a world and universe inspired by Brackett's work. Thus, D&D is a science fiction RPG, and the most wildly successful one, at that.

We forget that the classification of sci fi and fantasy as two separate genres is a fairly recent phenomenon. Although James is very good at mining and giving homage to the past, his question fails to remember this reality. Which brings me to what I think is the real answer to his question. D&D has been as successful as it has because it so good at pastiche. It is perfectly capable of being high fantasy, dark fantasy, pulp, sci fi, horror, etc. It doesn't matter what you want to do, D&D is quite capable of handling it. In contrast, games like Traveller are too much tied to their niche within the sci fi/fantasy spectrum. In other words, you could do the Third Imperium with D&D, but you couldn't do Greyhawk with Traveller. That narrow focus necessarily limits their appeal and thus their audience.

So the real question isn't why these other games have failed, but rather why D&D succeeded. The answer is the wonderful goulash that sci fi used to be and the fact that D&D was not only was born out of it, but embraced it.

Wednesday, April 21, 2010

Maze of the Minotaur

Recently (inspired by Dyson at A Character for Every Game), I've been experimenting with geomorphs. I remember seeing them in my hobby store as a kid, but never bought them nor ever used them in all the years that I've played RPGs. Until now, I've never had much use for them. It wasn't until I embraced the model of building dungeons expressed by Moldvay and modeled in B1 In Search of the Unknown that I have grown to have any appreciation for them.

For those who do not fully embrace the Moldvay/B1 style, I do have a wonderfully nasty way to use them as a large encounter area to be dropped into your favorite megadungeon or even as a stand alone adventure. In an homage to the Greek myth, I call it the Maze of the Minotaur.

At its most basic, it uses 10 geomorphs (though one could expand it if one wanted to be really nasty). At the center of the maze, represented by one geomorph, is the actual minotaur lair. Of the remaining geomorphs, eight are arranged around the lair so that a 3x3 grid is created:

Anytime any character sets foot in the area of any part of a new geomorph, one turn later, the maze will shift. In a 3x3 grid, where the center geomorph never moves, there are eight possible ways for the maze to shift. Thus, a simple roll of a d8 can be used to determine the direction of the next shift. This is where the leftover geomorph comes into play. The new tile will shift one column or row of the maze, pushing one geomorph off the map. In the following example, a '1' is rolled to see which direction the maze shifts:



There are two exceptions to this, however. As mentioned above, the Minotaur's lair never shifts, so the center column and row are never moved. In addition, if a column or row is shifted one direction, it cannot be shifted in the opposite direction the very next time the maze shifts (and thus restoring the maze to its previous formation). Using the example above, the next time the maze shifts, any roll of '4' needs to be re-rolled:


There are two additional rules necessary for the maze to function to prevent parties from being trapped forever inside the maze (or until the next group of adventurers shows up to shift the maze):
  1. The maze will periodically shift of its own accord. Whenever a wondering monster encounter is indicated, the maze shifts.
  2. When the adventurers are on the geomorph that gets pushed off the map there are two possible ways of handling this. The first is to keep them on the ousted geomorph, with all exits off the section blocked by rock/steel/some kind of magic force. The adventurers will have to wait for the maze to move on its own. The other possibility is to teleport them onto the geomorph that just replaced the one pushed off the map.
If anyone happens to use this concept in play, I'd like to hear how it goes.

Wednesday, May 27, 2009

Stocking a Dungeon

When I started my Erimia campaign, I reread Moldvay's Basic D&D and I came across the following advice for stocking a dungeon:

To "stock" a dungeon means to fill in general details, such as monsters, treasure, and traps. Special monsters should be first placed in the appropriate rooms along with special treasures. The remaining rooms can be stocked as the DM wishes. If there is no preference as to how certain rooms are stocked, the following system may be used.

He then provides a pair of tables where contents maybe determined by a d6:

Contents:
1-2 Montser
3 Trap
4 Special
5-6 Empty

Is There Treasure?
Monster Yes on 1-3
Trap Yes on 1-2
Empty Yes on 1

There is an elegance here that belies the image of random tables being random and chaotic. Using this system, and a couple of sub-tables utilizing a d6, one can create a unique feel for any dungeon map.

For example: I use this system to stock the Dungeon Beneath the Ruins in my Erimia campaign. Each level or sub-level has "special monsters" — the main or climactic encounters on each level. I place some special features, some treasure and leave the rest to the random table. However, the random table is tightly controlled. I use a template with the following pattern:

1-2 Humanoid
3 Animal
4 Undead
5 Vermin
6 Chaos Beast

These numbers can be altered to change frequency, depending on the feel for each level. Each of these results then goes to a sub-table which give a specific result. This is where every level gets its true character. If you have a sub-level occupied by goblinoids next to a sub-level full of lizard-folk, the humanoid sub-table for each could look like this:

1-3 Goblins
4 Hobgoblins
5 Bugbears
6 Lizardmen

1-3 Lizardmen
4-5 Troglodytes
6 Goblins

Keeping each small table within a theme creates the sense of an ecosystem. Since each table has a maximum of six entries, it takes very little effort to create.

There are several advantages to this:

1. It saves time. As a Referee I don't have to worry about stocking everything in a huge mega-dungeon.
2. It makes the dungeon extremely portable and recyclable. I can use the same dungeon several times and have it be different each time. When players clear out a level, restocking is not much of an issue.
3. It is as much an adventure for the Referee as it is for the player. I get to have the fun of seeing my dungeon develop in an organic way through the interaction of my concept, the players and some dice.

The lesson here is that random tables are only as crazy and chaotic as you allow them to be. When tightly controlled, they are an invaluable tool.