Wednesday, October 20, 2010

Lost Colonies Session 25

The last time we saw our stalwart adventurers, they had just driven off the Yellow Lady after efficiently taking care of her ogre minions. Initially, the party were happy to see her go, feeling that they had secured an advantageous ground by occupying the Yellow Lady's sleeping quarters. After assessing how little damage and spells they used to fend off the ogres, they decided to pursue.

They found her in a giant, columned hallway at the end of which was a cauldron shaped like a gaping, demonic mouth. The whole room was filled with a low hum and living corpses were crawling out of the cauldron. The Yellow Lady lay before the cauldron in a pool of blood and a giant amber statue of a cyclops with blood dripping down its face stood between the party and their quarry.

The ensuing combat was brutal, but fun. Both Hamlen and Swibish were on death's door several times during the melee and had I not rolled a '1' for damage on the last hit I got in on them, Swibish would have breathed his last. This combat demonstrated to me that the Fighter in older editions is far more powerful and useful than is generally accepted. Hamlen was responsible for doing most of the damage and was able to absorb a lot of hits that would have otherwise killed other party members and their henchmen.

It turned out that the cyclopean statue was being controlled by the Yellow Lady. She had cut out her own eye and placed it in the statue's socket in order to do so. This was supposed to be a puzzle for the players; however, in her desperation to get her spell book back from the characters (though they didn't know they had it and she didn't know that they didn't know), she decided to use the cursed statue herself.

As they have done in the past, the players prayed, used a bless spell and their holy symbols in order to destroy the demonic cauldron. I know it sounds easy, but I do allow these things a saving throw, based upon what kind of effort the players put into such things.

There was one casualty in the whole affair — Tyrd the goblin cook. Ahkmed failed his saving throw, his sword Hornet took over and skewered the goblin just as he was rejoicing over the demise of his former master. Surprisingly, the whole party took Tyrd's death rather hard and immediately set about leaving the dungeon with their hoard to find a way to get the little guy raised — Hamlen argued that it was a matter of honor.

The rest of the session saw the party confer with Fr. Valinor (who showed great distress over Ahkmed's growing relationship with Hornet) and set off to Trisagia in hopes of getting Tyrd raised. Bishop Iova of Trisagia was more than happy to help, but offered an alternative in order to possibly avoid future episodes with Ahkmed and his sword — a reincarnation spell. Thus, we ended our session by rolling on a combination of tables and Tyrd woke up with a mixture of relief and chagrin as a half-elf magic user.

Thursday, October 14, 2010

Weapon vs. AC (again)

Or . . . Why the Alternate Combat System became the Standard

I've been meditating on the Weapon Vs. AC system I proposed and used a while back. As much as I like the idea intellectually, it has done much to make me realize why the "alternate combat system" of 0e became the default in later editions. When using a static "to hit" chart and an increasing number of attacks per round per round as in the Chainmail rules, the result is a combat system that is quick and brutal. Hit points do not outstrip the ability to do damage as in the alternate combat system. A 4HD creature has the capability to kill 4HD worth of opponents per round. Initiative becomes exponentially more important than in the alternate system and finding a way for combat to be anything other than a brief and brutal bloodbath is difficult.

For example, imagine a party of 4th level characters. To make things simple, I'll say they are all fighters. This means that the party has the capability to kill 16HD worth of monsters per round. If we assume that fighters are all armed with swords and they are going up against orcs wearing chainmail, this means the fighters have a 30% chance to hit per attack, using the table I used when I playtested my own version of the Chainmail rules using a d20 system. Using d6 damage and assuming the fighters have a +1 to damage, this means on average the fighters will do 22 points of damage per round (16 attacks x .3 chance to hit x 3.5+1 average damage). Compare that to the alternate system (as per LL) the same group of fighters would only do an average of 7 points per round (4 attacks x .4 chance to hit x 3.5+1 average damage). In other words, between four and five orcs are going to die every round versus one or two with the alternate combat system.

In order to make combat last more than one or two rounds and thus have any kind of meaning or drama, the number of HD brought to bear needs to be of a value close to that of the fighters; however the closer the HD equal each other the more likely it is that the fighters will have a casualty, especially if they lose initiative. In the end, I don't know how fun this system would be, especially when compared to the excitement the alternative combat system can generate, especially at higher levels.

Thus, it is no surprise that the alternate combat system quickly became the default combat system.

Thus, I have come to the conclusion that the direction I have been taking on Weapon vs. AC is as practical as the tables found in the 1st ed PHB (meaning not practical at all). This has me trying to think outside the box. Which brings me to the concept of a dynamic AC system. This could get complicated and ugly quickly, so I've been thinking of a simple, abstract system that includes the normal Base AC that we are all familiar with. Then there would be two other Armor Classes, indicating armor vs. a weapon class. These would be a simple +/- 1 and could be abbreviated sAC (slashing), bAC (blunt) and pAC for piercing. For example

Leather: AC = 7; sAC = 8; bAC = 6
Chain: AC = 5; pAC = 6; sAC = 4
Plate: AC = 3; bAC = 4; pAC = 2

Otherwise, combat proceeds as normal.

Thursday, October 7, 2010

Lost Colonies Session 24

When we last left our stalwart adventurers, they were fighting their way through an orc fortress carved out of the rock wall of a fungal forest underneath an abandoned monastery. Having no luck finding their quarry (a golden-masked magic user now simply referred to as The Yellow Lady), the party continued to seek out prisoners that they could interrogate. Most of the evening's fun centered around dealing with the kitchen staff, made up entirely of witless goblins.

After an initial show of bravado, the goblins broke and started to run. This led to the party splitting up in order to prevent others from being informed of their position, and to try and get some information. Unfortunately, the latter proved difficult because of Ahkmed's sword Hornet. Magical in nature, it requires the dwarf to make a Save vs. Magic every time goblins are around. If he fails, the sword appears in his hands and he is compelled to attack until all said goblins are dead. Ahkmed failed is saving throw.

In addition, one of the goblins managed to hide himself quite well in a meat locker. After failing to find it, Ahkmed decided to surrender his own will to the sword in order to allow it to find the goblin. Hornet glowed blue, as did Ahkmed's eyes. He began shouting various things in Elvish and proceeded to hack everything in the meat locker to pieces until the goblin was found and skewered. After which, he proceeded to eviscerate the captive goblins, much to the horror and frustration of the rest of the party. Once dead, the blue glow faded and Ahkmed was forced to ask every one what just happened. He is now aware of a sleeping entity in the back of his mind that keeps whispering Elvish sweet nothings to his subconscious.

Fortunately, Hamlen forsaw the possible rampage by his dwarven companion and managed to secure a captive in another storage room while Ahkmed was busy on his killing spree. He managed to convince (scare) the goblin into taking a job at his bar in Headwaters. He then learned that the kitchen staff would deliver food to the orcs and ogres "downstairs through the secret door where the lady is." Having secured this valuable piece of information, Hamlen risked introducing "Tyrd" (not my doing, Hamlen insisted on re-naming the poor fellow after a "great warrior king") to the rest of the party. Ahkmed made his saving throw.

The rest of the session saw the party explore the level behind the secret door. They found several storage areas, which had items of much more interest to the party than the stuff they were finding in the levels above. Of particular interest were three barrels of what has been termed "alchemist fire" — a black powder that explodes when exposed to fire. There was a great deal of discussion as to what to do with it. Hamlen finally convinced the party to leave it alone — the idea of being hit with a fireball while in possession of three barrels of the stuff was enough to give everyone pause.

The party also found what appeared to be the sleeping quarters for the Yellow Lady. There was a tapestry depicting an alien city, a chest protected by a magical trap the party couldn't disarm and a desk that seemed to be built to have a drawer, but had no visible sign of one except for a circular indentation at the back. Rather than mess with these things, the party decided to set up an ambush, banking on the fact that if the Yellow Lady had a bed, she had to sleep. Therefore, eventually she would come to them. This seemed eminently better than they going to her.

The session ended with a battle. Indeed, the Yellow Lady showed up with a pair of ogres in tow, one of which was armed with a weapon that used the alchemist fire. Limited in her spell selection, lest she destroy her own possessions, the Yellow Lady primarily allowed the ogres to do her fighting. Unfortunately for her, the party had worked out a very good anti-ogre strategy that proved very effective. Rather than continue with her handicap the Yellow Lady fled and the group was very happy to stay put.

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.

Friday, September 24, 2010

Thoughts on Sci-Fi RPGs Part 3

Given everything that I've said on this topic the last couple of days, here is what the OSR Sci Fi RPG I would write might look like:

Thursday, September 23, 2010

Thoughts on Sci-Fi RPGs Part 2

The only long term sci fi campaign I was ever involved with was a Star Wars (d6) campaign. I've played a lot of Traveller over the years, but my friends and I were more enamored with the mini-game that is character creation in CT than we were in the game itself. I've also played a lot of other sci fi games, none of which had the kind of pull that Star Wars did.

I must admit that one of the reasons that the campaign was so successful is the way it was run. The party had ties to the rebellion, and as a pseudo-military unit were sent on various missions. In the hands of a good Referee and willing players, this set-up can work very well; however, I also believe that the source material played large in the longevity of the campaign.

Firstly (and most importantly, in my opinion) religion is an integral and even central part of the Star Wars universe. As a Christian, I have some serious qualms about what George Lucas calls religion, but Star Wars cannot be Star Wars without the Force. This is a far cry from most science fiction (like Star Trek).

Secondly, Star Wars has more in common with fantasy literature than it does with sci fi. The characters are archetypes found in fantasy dressed up for space travel. The hero wields a sword and rescues a princess. We hear Obi Wan referred to as an old wizard. I could go on. In addition, just as fantasy normally does, Lucas borrowed heavily from mythology. He took very basic mythological and cultural themes, figures and tropes and recast them for a space opera. Thus, like fantasy, the Star Wars universe feels very comfortable.

Lastly, there is also one very important factor that I don't think many appreciate. Due to the geographic simplicity of the Star Wars universe, it lends itself to the fantasy sandbox style of play much more easily than Traveller or dozens of other sci fi games I've played over the years.

Let me explain. Tatooine is a desert planet. Yavin is a forest moon. Hoth is an ice planet, etc. These are akin to hexes on a hex map, where each hex indicates a different kind of terrain. When one needs to have a more detailed map of a particular section of said hex, it is easily done, but for the most part all one really needs to know is desert, forest, ice, etc. This might not seem very important, but I believe it is. Compared with the level of detail required of even the simple and abstract system used by Traveller to describe worlds, the scheme used by Star Wars makes universe creation no harder than creating a hex map for a fantasy campaign. In contrast, even in its relative simplicity, Traveller is rather quite intimidating. I firmly believe that one of the reasons my friends and I never got beyond an entertaining number of one-offs in Traveller is the fact that none of us had the confidence to pull a multi-world campaign off.

In other words, the more a science fiction RPG has in common with fantasy, the more playable it becomes.

Wednesday, September 22, 2010

Lost Colonies Session 23

Last time we left our stalwart adventurers, they were preparing to assault a fortress occupied by orcs carved from a cavern wall in the Fungal Forest. I must preface this session with a bit of personal history. As a Referee, I never really ran that many modules produced by TSR, despite owning dozens and having a subscription to Dungeon Magazine. The reason is quite simple. The one campaign I tried to run using TSR modules wasn't any fun. The modules in question were A1-4. We never made it past A2. Reading through it, I could not imagine how I could run the module without it resulting in a TPK. My players were the kind that liked solving problems by hitting it with an axe (despite my repeated attempts to wean them of this method). Even when stealth is used, A2 seemed to invite a situation where one mistake would not end well. I was honest with my payers and they decided to go off on a different adventure.

With this in mind, I kept a very strict 2/3 empty room ratio in the fortress, curious to see if the ratio would produce a session full of tense combat, or something unrealistically empty. I was pleasantly surprised. Given that the orcs behaved in a reasonably intelligent manner, the fortress had just about the right feel. The combats were desperate and challenging, but once over allowed the party enough of a breather to honestly determine whether or not to continue. We even had a nice false climax.

My players have no qualms about taking prisoners and using various techniques to get information out of them. They even have a method (when the dragon is feeling cooperative) to dispose of the bodies. This may sound unChristian (and it is, for the most part), but I have to give my players props. They are quite honest about what they are trying to do, and live up to their agreements. Of course, calling a dragon in a bag of holding a "magic trick" is a bit misleading, but the prisoner did get what he asked for...

The flip side is that I have no qualms about playing up the Chaotic nature of captured monsters and I successfully lead the party on a merry goose chase. Their goal in this tower is to find the Golden Masked Magic User that they believe has set up shop in the fortress. They were then lead to believe that she was on the top level of the fortress. Instead of a magic user, they found a bunch of ogres. Though the party managed to survive, the battle left them battered and without spells. As such, they beat a hasty retreat to fight another day.

On their way out, I rolled a wondering monster encounter. Using my new table, they encountered an event rather than a monster. It had a nice chilling effect on the party. Knowing how much they quake when I say "everyone make a save vs. spell" this is how this encounter began. Those who saved, had an encounter with a robed man. When they tried to speak with him, they all failed their saving throws and he disappeared.

Tuesday, September 21, 2010

Thoughts on Sci-Fi RPGs Part 1

Like James over at Grognardia, I have recently been meditating on science fiction, especially about the question James posed a couple weeks ago:
why do you think science fiction is a lot less broadly appealing than fantasy as a genre for roleplaying games? Is it something inherent to the subject matter or is it simply a matter of presentation? That is, has there been some flaw in previous SF RPGs that have limited their appeal, a flaw that could possibly be fixed?
For most of my life I have been a science fiction fan, not necessarily a fantasy fan. Whereas I couldn't stand reading Tolkien, I devoured Asimov. My best friend growing up came from a house-hold of trekkies. Star Wars plays very large in my development as a person. Whereas I never played out of the LBBs, I did play Traveller from those wonderful little black books. Finally, as I've mentioned before, I've been as much, if not more, of a war gamer than a role player and many of the war games I have played over the years found their inspiration in sci fi.

There is a big however here, though. As I've grown older, wiser and have come to accept my faith as central in my life, science fiction, as a whole, has become a place I no longer feel welcome. This is largely due to a prevailing assumption that Christianity somehow cannot survive or defend itself against the assault of a scientific world view. This a false premise. Science cannot and does not ask or answer the same kinds of questions that religion (especially Christianity) does. If you are asking those religious questions and trying to answer them with science, you have left science and entered into the pseudo-religion of scientism which is not science. Most current sci fi that I have tried to enjoy seem to go out of their way to go down this path. It reminds me of why I was never, or am ever going to follow in the footsteps of my childhood friend's trekkie family.

Take a look at the Prime Directive as defined in the Star Trek episode Bread and Circuses:
No identification of self or mission. No interference with the social development of said planet. No references to space or the fact that there are other worlds or civilizations.
Please note how antithetical it is to the Great Commandment:
Go therefore and make disciples of all the nations, baptizing them in the name of the Father and of the Son and of the Holy Spirit, teaching them to observe all things that I have commanded you; and lo, I am with you always, even to the end of the age. Amen. — Matthew 28:19-20
The underlying implication in the Prime Directive is that the basic assumption and world-view of Christianity is not only wrong, but destructive. Now, I realize that this is not necessarily something a lot of folks out there will have a problem with, but it does speak to the question at hand.

Fantasy works extremely well for the purposes of an RPG because it is a cultural pastiche. Regardless of how alien a setting might be, there is always something familiar that players can relate to. One of the most important realities of human history is religion. There hasn't ever been a human civilization that did not have religion as part of its make-up (though we did see the disastrous attempts of wiping religion out in the horror show that was the 20th century). Even D&D acknowledges this with the inclusion of the Cleric class (with a clear nod to Christianity in OD&D, no less.)

Star Trek rejects this reality, and is representative of a lot of science fiction today. In fact, Star Trek rejects most of human history — as can be seen over and over again by the embarrassment the shows have for the way we have behaved in the past (and even the outright rejection of its own history).

In other words, science fiction has a tendency to ignore, try to move beyond or outright reject the cultural pastiche that makes fantasy RPGs so accessible.

Thursday, September 2, 2010

Lost Colonies Session 22

One of the intriguing aspects of this campaign is the lack of interest in the tent pole megadungeon by my players. I've been wondering about this for much of this campaign — is it me, the players, the concept of the megadungeon, etc. When James over at Grognardia made the observation that too many monsters are not practical for encouraging exploration (a large part of the appeal for megadungeons) I decided to adhere closely to the 2/3 empty room model suggested by the LBBs and his experience. Having created an incentive to return to the megadungeon, I was looking forward to seeing if fewer monsters might encourage more forays into the megadungeon.

Interestingly, as a Referee, I felt that even this 2/3 empty room model coupled with Holmes' wandering monster pattern produced too many monsters. I felt as if the monsters were getting in the way of the exploration. It has made me reconsider my encounter tables. I plan on including more "events" in place of some monsters.

The players returned to the Lower Catacombs at the Abandoned Monastery and discovered a stairway that they had not found the last time they explored the area. This discovery highlights my players' creativity. Having found the utility of Speak with Animals while taking care of Pups the Dire Wolf, Dn. Goram has insisted on keeping it in his repertoire of spells. He used it to try and avoid a combat with some giant lizards, who now seem to be the main occupants of the caverns from which the catacombs were carved. He found out that there were "lizard killers" that lived "below" and that the entrance was guarded by a "sticky manylegger."

Having intuited that the location of what the party assumed to be a giant spider was in a passageway already passed over by the party (it was a partial cave-in where the party would have to forego weapons and packs in order to crawl over the top of the rubble), Dn. Goram volunteered to lead the way towards one of his greatest fears — spiders. He wrapped himself in oil-soaked rags, cast Resist Fire upon himself and then set himself on fire. When he came into contact with the inevitable web, he set about creating a deadly inferno. (I realize that real spider web does not burn, but allow this tactic because it is an accepted given in most of the games I've ever played). Despite the brilliance of the plan, Dn. Goram lost the initiative, got stung and had to save v. poison or die. Being a Cleric, his save was much better than most and he (barely) made the roll.

Once they cleared the area of webbing, they descended down some spiral stairs to find themselves in pit of Ochre Jelly. With a judicious use of Sanctuary, they minimized the damage prior to burning off the creature. The party hadn't got very far before they happened upon a wandering band of werewolves. They managed to kill two, capture one and drive the rest off. The interrogation revealed that there may be at least two antagonistic factions within the dungeon. Recognizing that an enemy of an enemy can be a friend (and the reality that there were twenty gnolls coming for them down that hallway) the party agreed to leave this particular level and redirect their exploration towards what the werewolf called the Fungal Forest.

After extracting themselves from the newly discovered level, they proceeded to go back down an underground river that they had previously explored when trying to retrieve Hamlen's beloved spiked club. They found their crude handholds reinforced and improved. When they came to the water fall, they found their rope used as the foundation for a rope ladder. Clearly someone had retraced their steps.

The cavern beyond was several thousand feet long and several hundred feet wide dominated by various kinds of fungal growth. On the left side of the cavern lay some kind of fortress. The last time the party ventured this way, they found the remains of a battle from the distant past. They also found the fortress largely unoccupied. After finding out that there is some kind of fey presence within the cavern, the session ended with the party's discovery that the battle remains had been cleared and the fortress was now occupied by orcs and possibly much worse.

Friday, August 27, 2010

OD&D Magic Champions Style Part 12

A Call for Comments

I realize that this particular project has not garnered a lot of comments; however, I am asking for feedback on this particular entry. As will become clear, this category requires a lot of interpretation. I don't know that I am happy with what amounts to a rough draft on this category, so I hope that those of you out there who bother to read this will help by chiming in below with your own point of view. Thanks.

Enchant

This is the single most challenging spell category of any that I have found using the Oe rule set. Not only are the mechanics all over the place, but their descriptions are vague and deviate from what has come to be the norm in later editions. The spells:

Charm Person (1)
Affects humanoids. If successful, target is "completely under the influence" of caster until dispelled. Range = 12"

Sleep (1)Affects a variety of creatures depending upon HD. Max = 2d8 creatures of 1+1HD or less. Max HD affected = 4+1 HD (one creature). Range = 24"

Hold Person (3) [2]
Affects 1-4 persons (with a -2 to the save if targeting only 1 person) with a "greater effect" than Charm Person. Duration = 6 turns + spell caster. Range = 12" Cleric version has Duration = 9 turns & Range = 18"

Charm Monster (4)
Same as Charm Person, but affects monsters and charms 3d6 creatures of 3 or fewer HD.

Confusion (4)
Affects 2d6 +1 per caster level above 8th. Causes affected creatures to randomly determine their action during combat. Targets with 2 or fewer HD are automatically affected. Targets with more HD must save every turn for the duration of the spell or be confused. Duration = 12 turns. Range = 12"

Feeble Mind (5)
Affects only other Magic Users. Renders them "feeble-minded" until dispelled. -4 to the save. Range = 24"

Hold Monster (5)
Same as Hold Person, applicable to monsters.

Quest [5]
Similar to Geas, but the target will suffer a curse (determined by caster with Referee supervision) if the quest is ignored. Duration = until quest is complete. Range = ?

Geas (6)
Target must complete a given task. Ignoring the Geas ultimately causes weakness and death. Duration = until task is complete. Range = 3"

Mechanics

There are a few surprises here, which tend to add more confusion than clarify things. I find this descriptor of Hold Person absolutely fascinating, because as someone who came into the hobby via the Holmes edition and 1e, I have always understood it to be some variation of a paralyzing spell. Here, it seems to indicate a more effective version of Charm Person (though what is a "greater effect" than being "completely under the influence?"). This is a prospect that really excites me, because it opens up possibilities. This led to me to seeking out how other editions describe these spells, of which the 1e DMG notes on Charm Person are by far the most helpful:

Remember that a charmed creature’s or person’s priorities are changed as regards to the spell-caster, but the charmed one’s basic personality and alignment are not.

This allows for the possibility that though the victim may be "completely under the influence" it does not change the basic character of that victim. In turn, this allows for "greater effect" to mean changing aspects of that basic character (such as a survival instinct that would counteract freezing in the middle of a combat to allow an enemy to stick you in the gut with a sword).

As exciting as this revelation is, however, there is very little mechanically that is consistent within this spell category. Sleep, for example, is over all mechanically more powerful than Hold Person (greater number of targets, greater range and potentially a greater duration). In turn, Hold Person is mechanically potentially more powerful than Confusion ("greater than completely under the influence" is more powerful than causing random behavior). In addition — again mechanically — Quest and Geas are not that much more powerful than Charm Person. Although they grant some devastating consequences for not obeying, the enchantment comes to an end once one command is fulfilled. In addition, the targets are free to ignore the command (as long as they are willing to accept the consequence) and to go about the command in a disobedient manner. Charm Person is effective until it is dispelled.

In other words, no matter what progression I choose to use for a Champion-style version of this category, it will little resemble the original source material. With this in mind, I am simply going to proceed with mechanics stripped out of the source material to create a base spell and largely ignore trying to duplicate that source material because it is largely an impossible task.

  • Duration = until task is complete, 6 + caster level turns (12 turns), until dispelled
  • Range = 3", 12" (18"), 24"
  • Area Effect = 1 person/creature ≤ 4+1 HD, 1 person/creature of any HD, 2d6 + 1/per caster level above 8 creatures
  • Special = saving throw penalties/automatic success, curse or withering death if command not followed.
  • Target = humanoid, monster

Base Spell: Target must make a save or be compelled to carry out one command by the caster. Target is free to carry out this command in a manner that reflects their basic personality and alignment. Duration = until the task is complete. Area Effect = 1 person of 4+1 HD or less. Range = 3". Target = humanoid.

The following add 1 level:
  • Duration = 6 + caster turns (and thus possibly more than one command).
  • Range = 12"
  • Area effect = 1 person/creature of any HD
  • Save at penalty -2
  • No save for creatures with less than 1/3 of caster level (1/2HD at 2nd level, 1 HD at 4th level, 2 HD at 7th level, etc.)
  • Target = monster
  • Target's basic personality & alignment are subject to change at the will of the caster

The following add 2 levels:
  • Duration = until dispelled
  • Range = 24"
  • Area Effect = 2d6 creatures + 1 per level above 8
  • Save at penalty -4
  • Some kind of withering disease or curse affects the target when they do not fulfill the command(s) of the caster.

Example spell Feeble Mind
6th level spell. Target must make a save at -4 (+2 levels) or be compelled to carry out a single command of the caster. If the target refuses, their Int will be reduced to 3 (+2 levels). Magic Users will lose all memorized spells. Duration = until task is complete. Area Effect = 1 person of any HD (+1 level). Range = 3". Target = humanoid.

Again, please take the time to critique. I appreciate it.

Wednesday, August 18, 2010

OD&D Magic Champions Style Part 11

Movement

Apologies for not getting on with this project for a number of weeks. As I noted in my last post, things have been busy around here lately and the last few spell categories are not as easily dealt with as previous categories. To the spells:
Levitate(2)
Vertical movement (horizontal only possible by other means). Duration = 6 turns + caster level. Range = 2"/caster level. Move = 6"/turn
Fly(3)
Both vertical and horizontal movement. Duration = 1d6 + caster level turns. Range = self Move = 12"/turn
Dimension Door (4)
Limited teleport. Duration = instant. Range = 1". Move = up to 36" with no chance of misjudging.
Teleport(5)
Instant transportation from place to place. Duration = instant. Move = any distance as long as the destination is known. Any uncertainty might result in death (teleport into a solid object). Range = self
Pass-Wall (5)
Opens a hole in solid rock. Duration = 3 turns. Range = 3"

Mechanics

There are two "types" of movement: axial (horizontal, vertical) which travels through various mediums (air, solid) and teleportation which instantly transports to a specific spot. This begs the question as to whether or not these should be two entirely different categories or the same category with two different base spells that share similar mechanics. Given that the latter allows for more mechanical variety (and thus more spell possibilities) I am going proceed with two different base spells.

Duration = 3 turns/6(1d6) turns + caster level or instantaneous
Speed = 6" per turn/12" per turn/36"/unlimited
Range = self/1"/3"/2" per caster level
Medium = Air/Liquid/Solid (not relevant for teleportation spells)
Axis = Vertical or Horizontal/ both Horizontal and Verticle (not relevant for teleportation spells)

Using these mechanical progressions works very well with teleportation spells, but runs into problems with axial spells. Given these progressions Fly is a 4th level spell and Levitate ends up being a 5th level spell. The primary culprits are range and the necessity to differentiate the vertical only movement of Levitate. If the base spell is 0 level and requires at least one level-up purchase, this gets Fly to 3rd level. In order to get Levitate back to a 2nd level spell, the ranges of 1" and 3" must be eliminated. This, however, puts Pass-Wall at a 4th level spell. Frankly, I don't mind so much, because it is essentially duplicating Dimension Door with a different special effect.

Base spell (teleportation): 1st level. Duration = instantaneous. Range = self. Teleport 6" with no chance of misjudging.

The following add one spell level:
Teleport 12" with no chance of misjudging
Range = 1"

The following add two spell levels:
Teleport 36" with no chance of misjudging
Range = 3"

The following add three spell levels:
Range = 2" per caster level

The following add four spell levels:
Teleport anywhere as long as destination is known. Any uncertainty might result in death.

Example spell Blink
2nd level spell. Duration = instantaneous. Range = 1" (+1 level). Teleport 6" with no chance of misjudging.

Base spell (axial): 0 level (must purchase at least one addition) Duration = 3 turns. Speed = 6". Range =self. Medium = Air. Axis = Vertical or Horizontal

The following add one spell level:
Duration = 1d6 + caster level turns
Speed = 12"
Range = 2" per caster level
Medium = Liquid
Axis = Both Horizontal and Vertical

The following add two spell levels:
Speed = 36"
Medium = Solid

Example spell Dolphin Steed
3rd level spell. Duration = 1d6 + caster level turns (+1 level). Speed = 12" (+1 level). Range = self. Medium = Liquid (+1 level). Axis = Horizontal

Tuesday, August 17, 2010

Lost Colonies Session 21

After a long and unplanned hiatus, I finally got back in the saddle and played some Labyrinth Lord this weekend. In some ways, the hiatus worked to my group's advantage, because Hamlen's player was very close to completing a task he has been planning for quite some time — getting Grak his prosthetic arm. The extra wait actually made him even more eager to get it done.

The party had to find its way back to Headwaters, which they did after negotiating with the giant spiders they encountered at the river in the jungle they had lost themselves in. Of note, giant spiders in my world are intelligent, can speak and have a weakness for elf flesh. This, the players took advantage of and quickly got information as to the location of the "stinking rotten paladins" at Headwaters and then proceeded to feed the spider to "The Bag" as it is now referred to by the party (other wise known as the Bag of Holding with a dragon-kin inside). After re-orienting themselves, in was quite easy to follow the river into Headwaters.

Unfortunately, the town was being attacked by an small undead army of skeletons, led by a wraith and a pair of tentacled undead the party had previously encountered underneath Trisagia's city of the dead. The undead split their forces and attacked the two main strongholds of the paladins — a keep and a watchtower. Dn. Goram also spotted a small group moving towards the Church. Suspecting that the main assault by the skeletons might be a ruse, the party split up. Dn. Goram and Hamlen went to help defend the tower and keep, and the rest of the party went to the Church in order to see what was going on there.

Hamlen and Dn. Goram were able to fairly easily gut the main assault. Dn. Goram paved the way through the skeletons, automatically disrupting several a round with the help of some magic items, in order to free up his brother who charged the higher HD undead with his sword Liberator.

In the meantime, the rest of the party (minus their two highest level members) found themselves face to face with a pair of ogres and a golden masked magic user interrogating Fr. Valinor, the local priest. Afraid that they did not have the ability to go toe to toe with these three foes, they set about doing a quick strike to free Fr. Valinor and then high tail it until bigger guns could be brought to bear (I was very pleased that "run away" had finally entered the vocabulary of our younger players).

At this point I must explain an interesting quirk about this group. They have developed a very good relationship with Alidar, the local alchemist. They not only frequently buy potions from him but will bring him all kinds of oddities from their adventures in order to see if Alidar can "weaponize" them, as my players like to say. One such oddity resulted in smoke grenades which were used to confuse the ogres and the masked mage long enough to grab Fr. Valinor and run away.

The party quickly found out that the true purpose of the attack was to get the Eye of St. Gabriel and the golden mask that (unknown to the assailants) had been stolen by Xerxes (and was now, as far as the party knew, inside The Bag). The party managed to trace the attackers back in the general direction of the abandoned monastery (and the megadungeon of my campaign). The party resolved to begin a serious expedition into its depths, as soon as they could re-equip themselves and take care of a few things left hanging from sessions past (like Grak's arm).

At this point, I must explain yet another quirk about this group. They very much like the idea of henchmen and followers; however, their idea of what makes a good follower is rather unusual. Instead of hiring out normal NPCs, they have taken to adopting various NPCs and monsters that they have encountered in their adventures:

  • Grak the formerly one-armed tribesman of chaotic crab-grafting humans from the Giant Insect Jungle (who is now officially a 1st level monk, using the AEC LL rules).
  • A peg legged prostitute that is now going to be the main bar tender at Hamlen's tavern.
  • Pups, the dire wolf who has given birth to three healthy pups.
  • A camel
  • The unwitting and unpredictable dragon-kin inside The Bag

Other henchman have come and gone (and died) but no emotional attachment forms, unlike the devotion the party has shown for those in the list above. Also of note, Dn. Goram wants to make a golem and has begun a search for a manual to do so and the party has taken considerable interest in helping Ahkmed in building his son.

When I began this campaign, I had not spent much time at all sketching out the Elves, Dwarves and Halflings of my world. Indeed, I left much of that work to be done by players who wished to play a demi-human. When my Dwarven player heard about James' Dwimmermount dwarves, he was really excited about the idea and ran with it. The fun part is that, although there are similarities, allowing my players freedom in creating the demi-human cultures has resulted in quite a few deviations from Dwimmermount dwarves — a big one being that Ahkmed has insisted that all dwarves are neuter and has played up his ignorance about how other races reproduce.

This past session I mentioned in passing to Ahkmed's player that I have some specific rules for how to go about creating his offspring (using a variation on the work James has done with his dwarves). The party went absolutely nuts — they especially wanted to know (ironically, given discussions on this very topic over at Grognardia) if they could specifically try to make a gnome. All of this amused Ahkmed, but he seems more focused on saving his gold for a foundation for his stronghold — a revelation that I must say was surprising. Understand, Ahkmed's player is the newest to the game (his introduction to the game was my campaign along with a 3.5 campaign that runs when mine isn't in session); however, having read the rules about dwarves, the concept of the end-game sunk in. According to the rules (his words), he is supposed to build a stronghold in order to attract dwarves "from far and wide." Thus, he is already playing for that end game — I couldn't be happier.

The session ended with a rather mundane, but productive re-exploration of the catacombs beneath the lower temple at the monastery. The party decided that they needed a much more detailed map if they were to do some serious exploring there. I was quite happy to oblige. The one significant piece of information they garnered from the new exploration is that all the bones that used to be inside these catacombs are now gone.

Thursday, July 22, 2010

A Poem

I was out of town again this week, during which time a priest friend of mine brought the poet Scott Cairns to my attention. I subsequently found a collection of his poems entitled Love's Immensity: Mystics on the Endless Life. He writes poems inspired by the words of history's greatest Christian mystics. The following is inspired by one of my heroes, St. Irenaeus:

Capable Flesh



The tender flesh itself
will be found one day

—quite surprisingly—
to be quite capable of receiving,

and, yes, full
capable of embracing

the searing energies of God.
Go figure. Fear not.

For even at its beginning
the humble clay received

God's art, whereby
one part became the eye,

another the ear, and yet
another this impetuous hand.

Therefore, the flesh
is not excluded

from the wisdom and the power
that now and ever animates

all things. His life-giving
agency is made perfect,

we are told, in weakness—
made perfect in the flesh.


I share this mainly because I find it to be so moving, but it does speak to the way I play RPGs in a round about way. This poem expresses my firm belief that all matter can be used to glorify God and be used in a positive and fulfilling way. Thus, the only way D&D and other RPGs are demonic and evil is if we allow them to be used in that way. I endeavor to give rise to a way of using and thinking about our hobby as an expression of my faith. Secondly, one of the more powerful memes found in this poem and in Irenaeus is the idea that God finds and creates strength in and through weakness. Is it any wonder that I love how the old-school style of play is so comfortable with player skill and character death? We test ourselves with randomness and the weaknesses that are derived from character generation systems that spit out "hopeless" characters. In these weaknesses we find our strengths as players and, personally, I find great pleasure in seeing a "hopeless" character grow strong and ultimately succeed.

Tuesday, July 13, 2010

Lost Colonies Session 20

This session is a tale of caution for those who travel through the wilderness without a detailed map or with little regard to making one themselves. On their journey out to the "funhouse" dungeon, one of their henchman was a ranger — thus, the chances of getting lost were reduced significantly. He died. With him, the journey out to the dungeon was a three day trek through the desert. Without him and a map, the journey back has turned into a ten-day odyssey through the wilds that has yet to end. Fortunately, they did pack a sizable amount of rations and the clerics each use a spell slot for Create Water so starvation and dehydration have not been an issue. As a result, they have made it out of the desert, but the session ended as they came across the bank of a very wide river in the middle of a jungle. Here are some of the highlights of the evening:
  • Hamlen has befriended a female dire wolf that was pregnant. She gave birth to three healthy pups. Dn. Goram has been using a Speak Animal spell on a daily basis throughout the ordeal to make sure everything goes smoothly and the pups stay healthy and the dire wolf stays happy.
  • In another example of successfully using Speak Animal, the party lured a wild camel into their caravan with promises of food and water. Thus far, the camel seems quite happy to follow them around.
  • They also used the spell to find out the identity of a pack of wild dogs from the dire wolf. After disdainfully calling them "small ones," the party asked if she could frighten them off. The pack failed their moral check after hearing the dire wolf claim her territory and the party avoided a midnight combat.
  • Another spell the party used extensively during the evening was Augur. As much of a "game breaker" as this can be, I really enjoyed the party using it. I twisted their words as much as I was able and they often cast the spell twice in order to check the accuracy of the first spell. More than once, the dice produced two different answers...
  • They were lured into a trap by a lammia — convinced by an Augur spell that treasure was there. That treasure turned out to be an immobile Rosetta stone in the form of an obelisk. It was a declaration of independence by various ancient peoples from their "overlords." The one language that the party was most interested in was one they had encountered on and around the various Masked nemeses they've been periodically running into.
  • The party also found a tower surrounded by a seemingly impenetrable force field.
  • We left off as the party was preparing to negotiate with the giant spiders that occupied the bank of the river that lay ahead of them.
For me, the most rewarding moment of the evening (for the map lover in me) was when the party collectively decided that they needed to have a detailed map of the area if they were to explore like this again. Thus, next session I get to dust off the old pad of hex paper...

Sans Computer or Internet

Over the last week or so, I've been traveling. Though I did bring my laptop and did intend to continue to stay up-to-date and blog, I found that the places I ended up in did not allow for easy access to the internet. This proved to be an interesting experience and reminded me of why I have always preferred pencil and paper games over their computer counter parts.

The vast majority of my week was taken up with spending time with friends, their families and their friends. I sat around tables, ate and got to know and catch-up with people face-to-face. Though I was briefly frustrated by the lack of access to the internet and the (non)utility of my laptop, this paled in comparison to the joy of being with all of the people I love.

One of the great parts of being in this hobby is the people I get to play with and interact with. As wonderful and awesome as the internet is, it just can't compare to being able to look someone in the eye.

Thursday, July 1, 2010

OD&D Magic Champions Style Part 10

Sustenance

These are the spells I removed from the Change Environment category:
Purify Food & Water [1]
Make poisoned and/or spoiled food & water safe to consume. Affects enough to feed up to 12 men.

Create Water [4]
Creates enough water for 12 men and their mounts. The quantity doubles for every caster level above 8.

Create Food [5]
Creates enough water for 12 men. The quantity doubles for every caster level above 8.

Mechanics

The only anomaly is the fact that Create Water specifically mentions mounts whereas Create Food does not. Interestingly, this is corrected in B/X. I will follow suit and assume Create Food also creates enough for mounts as well. Additionally, since some of the potential spells will be less than forth level, I am going to change the "doubles for every caster level above 8" to "+ caster level x2." This will approximate the same effect while allowing it to span across a wider range of caster levels.

Base spell: 1st level. Purify poisoned/spoiled food and water enough for 12 men.

The following add one spell level:
  • Quantity adds (caster level x2) men.
  • Quantity adds mounts.
  • Substitute "create water" for "purify poisoned/spoiled food and water."

The following add two spell levels:
  • Substitute "create food" for "purify poisoned/spoiled food and water."
Example spell Banquet
4th level spell. Create food (+2 levels) enough for 12 + (caster level x2) men (+1 level).

Monday, June 28, 2010

Lost Colonies Session 19

There was one thing left unresolved from the funhouse dungeon that the party survived during the last three sessions. Something inside the dungeon had been stalking them and killing them one by one when they slept. The party had no idea what it was, nor had anyone spotted or seen what was stalking them. With that worry in mind, they settled down for their first night outside the dungeon.

Dn. Goram was awakened in the middle of the night by a brightly shining figure, who claimed to be St. Gabriel. The party had been transported to some kind of demi-plane where they had to get into a tower at the center of a city in order to save the life of one of the party members. The city was divided into seven sections. As they explored, Dn. Goram came to realize that each section represented one of the deadly sins. All the encounters in each section were related to a particular sin, and as the players exhibited these sins, they began to lose characteristic scores. As the evening progressed, the party came to realize that the entrance to the tower was locked and that in order to unlock it, they must make their way through all seven sections of the city, which they did. Once in the tower they found an amorphous being with a cruel, distorted face slowly devouring their companion. Once defeated, they found themselves back in the desert, with the creature dead at the feet of their companion, who was paralyzed but alive.

In order to emphasize the otherness of the city, I ran all the combat using a Weapon vs Armor combat system similar to what I described in a past post. Some observations:
  • Hamlen's player had a good time. He very quickly figured out that he could make tactical choices based on weapons and what armor he and his opponent were wearing. Every combat he'd be observing his opponents trying to guess what armor they had on so he could make his best weapon choice. As a result, Hamlen was very effective in combat and his player really appreciated this level of tactical choice.
  • The party quickly abandoned shields and went with two-handed weapons where ever possible. Doing as much damage as quickly as possible was more important to them than the -1 modifier to my to-hit rolls.
  • Damage was, as Dn. Goram's player termed, "spikey." With the party being 2nd to 4th level facing creatures from 1 to 6 HD, the amount of damage done per round had a tremendous amount of variability. For example, a normal 6HD creature could do from 1 to 36 points of damage in a single round. Thus, every combat was a risky endeavor and initiative became incredibly important. Towards the end of the evening, the party was trying to avoid all combat (this choice was egged on because the had a limited amount of time to accomplish their task and couldn't afford to rest and heal).
When I meditated upon this "spikey" damage, it dawned on me that this method keeps damage proportional to HD instead of HD getting ahead of damage as characters advance in level. Thus, a 1 HD creature can potentially do enough damage in one round to kill another 1 HD creature and a 9HD creature can potentially do enough damage in one round to kill another 9HD creature. Combat stays lethal regardless of character level. Depending on what style of play you like, this can be a very good thing. When I was younger, most of the campaigns I played fizzled out at mid-to-high levels because we enjoyed the by-the-seat-of-your pants lethality of lower levels so much. For my group, this change in mechanics would have been a really good fit.

Thus, there are a couple of things I need to experiment with:
  • Shields need a rethink. I can imagine giving different sizes of shields different defensive bonuses to make them more attractive. This would come at a cost of price and encumbrance.
  • Any kind of double damage (via charge, for example) is spectacularly lethal. In future I'll probable make the characters designate which die is their charge die. My players like to charge, so this won't make them happy; however, they were not on the receiving end of a charge all night...
  • There were a couple of times when the party won initiative against higher HD creatures and managed to fell the beasts prior to having to face any kind of attack by winning initiative and coordinating attacks. The players were rewarded for their cooperation and tactics; however, it wasn't as fun for me (I didn't get to see my players' horror as I pulled out 6 attack dice to spread across their front ranks). I'm not sure if there is a good way to "fix" this without unnecessarily complicating things and, frankly, I'm not sure it needs to get "fixed."
All-in-all, though, I like the system. It does what it is designed to do.

Saturday, June 26, 2010

OD&D Magic Champions Style Part 9

I haven't been posting much this week for two main reasons. I've been trying to tackle a tough spell category and I've been watching the World Cup. I've been watching this sporting spectacle since 1982, my wife grew up in Europe (thus likes football, not American football) and my father-in-law is in town. Thus, the World Cup is on, whether any one wants it or not. I can't really explain why I love this event so much. I don't watch soccer at any other time. I rankles my innate sense of justice every time the referee messes up a call (which is often — just see the disallowed goals for the U.S. this year). More so than any other sport, it is dominated by a few teams (only two finals in history haven't included Brazil, Germany or Italy and both included Argentina). Despite this, I find it a beautiful spectacle that is tremendously exciting to watch — especially in the Group Stage. Plus, it is only once every four years...

Change Environment

I have been dreading doing this particular category since I conceived of this project, because it is a tangle of mechanics that forced me to make several choices. The first was to remove Purify Food & Water, Create Water and Create Food from this list. All three spells had consistent mechanics between themselves, but did not translate well to the rest of this category. The remaining spells:
Light (1)[1]
Creates a circle of light with a 3" diameter. Not equal to full daylight. Duration = 6 + caster level turns.

Continual Light (2)[3]
Creates a light where ever the caster wishes in a 24" diameter circle. Duration = until dispelled. Range = 12" Cleric version is equal to full daylight, Magic user version is not.

Water Breathing (3)
Makes water breathable. Duration = 12 turns. Range = 3"

Telekinesis (5)
Objects up to a weight of (200gp x caster level) may be moved by mental force. Duration = 6 turns. Range = 12"

Transmute Rock to Mud (5)
Transmutes any kind of rick into mud up to 30 square inches. Movement through mud is reduced by 90%. Reversible. Duration = permanent until dry (3d6 days). Range = 12" Takes 1 turn to take effect

Cloud Kill (5)
Creates a poisonous vapor in a 3" diameter cloud that is deadly to all with less than 5HD. Duration = 6 turns (may be dispelled by strong winds). The cloud may be moved 6"/turn with the wind. SInks to the lowest possible level.

Lower Water (6)
Lowers the water level of a river or similar body of water by 50%. Duration = 10 turns. Range = 24"

Part Water (6)
Parts 10' deep water. Duration = 6 turns. Range = 12"

Move Earth (6)
Moves hills and/or ridges. Takes 1 turn to take effect. Duration = 6 turns. Range = 24" Terrain is moved at a rate of 6" per turn.

Control Weather (6)
Can change current weather into any of the following: Rain, Stop Rain, Cold Wave, Heat Wave, Tornado, Stop Tornado, Deep Clouds, Clear Sky.
Mechanics:
Here are some of the mechanics suggested by these spells:
  • Duration: 6+ caster level turns / Permanent until dispelled (or natural forces deteriorate the spell effects).
  • Area Effect: 3" diameter / 24" diameter / 30 sq in. (Mtn/lake/river.)
  • Range: none. 3" / 12" / 24"
  • Effect: Minor Change (light) / Major Change (has mechanical affect — daylight — that affects a certain category of creature).
The problems begin with Continual Light. It has a greater area effect (+1 level), greater duration (+1 level), greater range (+1 level) and for clerics, it has a mechanical effect with full daylight (+1 level). All told, continual light ought to be at least a 4th level spell for Magic Users and a 5th level spell for Clerics! Since the main difference between Light and Continual Light is the duration, I must either bump up Light to meet the other mechanical differences or bump down Continual Light. Since bumping up Light makes it far more powerful than I think anyone would care for, I will choose to do the latter. This eliminates one step in the Area Effect mechanics. This brings us to the Cleric version, which is the equivalent to full daylight. This affects game play mechanically in that creatures who take penalties for being in daylight are affected as well as being deadly to creatures like vampires. In order to maintain the Cleric version of Continual Light, there have to be two levels of effects. Light as a minor environmental change that can affect gameplay (characters can see in darkness) but doesn't have a mechanical effect (-1 to hit) or is deadly to a certain type of creature. A major environmental change would have one or both. If both, the said categories are small. If one or the other, they categories of creatures can be larger.

Water Breathing is the next challenge. Since the base of this spell category is Light, all spells must have an area effect, Water Breathing does not. Its 3" range nicely corresponds to the 3" diameter of the base area effect; however, this renders it a 2nd level spell — it has a base duration (12 turns approximates 6 + caster turns) and a Major Effect (water breathing, which has a mechanical effect for a large group of creatures) (+1 level). This opens up the possibility of creating a 3rd level water breathing spell with a permanent duration. Which leads me to Cloud Kill. It has a base area effect, a base duration and a Major Change (+1 level). Even if I add a spell level in order to independently move the spell effect around, that still renders it a 3rd level spell. Now you know why I have been dreading this spell category.

What this tells me is two things: I need to add a level step for the Effect of the spell and I need to allow for a relatively easy way to dispel permanent durations (the spell affects the water not the character, so that once the character leaves that body of water, the spell is dispelled, for example). Thus, for a Major Change there would be two level steps. The first would be a mechanical effect that affects a specific group (i.e. creatures affected by full daylight). The next step would affect a general group of creatures (i.e. non-water breathers or creatures with less than 5HD). This gets Water Breathing up to a 3rd level spell and eliminates the possibility of permanently being able to breath water. This only gets Cloud Kill to 4th level, even with a level added for independent movement. Frankly, I think I am okay with that.

Here are the rest of the spells in this category according to these mechanics:
  • Telekinesis: base duration, base area effect, range 12" (+1 level), Major Effect [general group] (+2 levels), moves independently of caster (+1 level) = 5th level spell.
  • Transmute Rock to Mud: duration = permanent (+1 level), area effect = 30" sq. (+1 level), range = 12" (+1 level) Major Effect [general group] (+2 levels) = 6th level spell.
  • Lower Water: base duration, area effect = river (+1 level), range = 24" (+2 levels), Major Effect [general group] (+2 levels) = 6th level spell.
  • Part Water: base duration, area effect = body of water 10' deep (+1 level), range = 12" (+1 level), Major Effect [general group] (+2 levels) = 5th level spell.
  • Move Earth: base duration, area effect = hill or ridge (+1 level), range = 24" (+2 levels), Major Effect [general group] (+2 levels), moves independently of caster (+1 level) = 7th level spell.
  • Control Weather: duration = permanent (+1 level), area effect = 30" sq. (+1 level), range = 24" (+2 levels), Minor Effect = 5th level spell.
I am actually fairly pleased. There are differences between these levels and their originals, but this is mostly due the the lack of balance in those originals (Lower Water vs. Part Water, for example). In most cases, one simply has to change one mechanic (usually range) to bump the spell up or down to match its original spell level. In the case of Change Weather, I would allow it to affect a specific group mechanically, thus making it a 6th level spell.

Base Spell: Make a minor change in the surrounding environment (light, temperature, etc.). Duration = 6 + caster level turns. Area Effect 3" diameter. Range none.

The following add 1 spell level:
  • Duration = permanent (but can be easily be dispelled)
  • Area Effect = 30" sq./a single small geographic feature
  • Range = 12"
  • Effect = affects a specific group mechanically
  • Spell effect may be moved independently of the spell caster
The following add 2 spell levels:
  • Range = 24"
  • Effect = affects a general group mechanically
Example Spell Air Water
4th level spell. Duration = permanent [dispelled when caster leaves the water] (+1 level), Area Effect = 3" diameter, Range = none, Effect = makes water in the diameter breathable (+2 levels)

Thursday, June 17, 2010

OD&D Magic Champions Style Part 8

Communication

This category was actually quite straight forward:
Read Magic (1)Read magical incantations. Duration = short (one or two readings)
Read Languages (1)Same as Read Magic but for "directions" especially treasure maps.
Speak with Animals [2]Communicate with any form of animals. Duration = 6 turns Range = 3"
Speak with Plants [4]Communicate with any kind of plant. These will follow simple commands of the spell caster. Duration = 6 turns. Range = 3"
Commune [5]Allows three questions to be asked of a divine power. Veracity & knowledge near total. Usable only once a week.
Contact Higher Plane (5)Seek & gain knowledge from creatures of other planes. Only "yes" or "no" questions. The number of questions asked and their veracity increases chance of insanity.

Mechanics

The only real mechanical question here has to do with the 3" Range of Speak with Animals and Speak with Plants. If Range becomes a mechanical factor in determining level, than they each should be one spell level higher. But since none of the other spells (especially the higher level ones) seem to have any range mechanics at all, it seems reasonable to assume the 3" range of Speak with Animals and Speak with Plants simply indicates the range one would normally be able to have a conversation.

Base Spell: Read or speak a language otherwise unknown to character (fauna only). Duration = 3 rounds/caster level

The following add one level:
  • Duration = 6 turns
  • May communicate with creatures that do not have obvious means of communicating (flora, for example).
  • Targets are predisposed to do what the caster asks of them (bonus to the reation roll)
  • The following add two levels:
  • Target is from a higher plane of existance (requires communication with non-fauna creatures and a Duration = 6 turns). This comes in two forms, depending on the spell caster. Clerics get 3 questions that will be answered honestly. Magic Users get up to 12 questions, but these must be "yes" "no." In addition the caster runs the risk of not only being lied to, but of going insane. The fewer the questions, the more likely they answers are false. The more questions asked, the higher chance of insanity. Maybe used no more than once/week.
Example Spell Speak in Tongues
3rd level spell. Speak any humanoid language with a bonus to the reaction roll to every one who hears (+1 level). Duration = 6 turns (+1 level)