Tuesday, November 22, 2016

Re-Imagining the Megadungeon (Monster Manual II Part 10)

One of the interesting things that happens when I go about any kind of thought experiment, is that it has a tendency of bleeding out into other facets of the game that I wasn’t necessarily interested in or intent on fiddling with. So, as my thoughts drifted towards what a B2 adventure module might look like if MMII dominated the monster section of a Moldvay Basic Edition of D&D, my brain took a stroll right past the traditional TSR adventure module and started thinking about a megadungeon.

Normally, the themes found in the MMII lend themselves quite nicely to the idea of a megadungeon, or least a multi-level dungeon. This set-up allows for each section of the dungeon to have its own feel, its own monsters and its own environment. Thus, play isn’t bogged down by a bunch of X by X rooms that all look the same and have monsters scattered about with no apparent rhyme or reason. On the contrary, it adds an element of discovery and excitement as players try to figure out what makes each section of the dungeon tick.

Unfortunately, my brain would not allow itself to be contained by a mere dungeon. Or a megadungeon, for that matter. Take a look at the three themes that can be gleaned from the monsters of the MMII that might show up in a Basic Edition: Fey, Lost World, Elemental.

  • The fey normally hang out in the forest, as in outside.
  • Creatures from a Lost World, like walking plants and dinosaurs, don’t do a lot of dungeon delving. They, too, mainly hang outside.
  • Elementals can be found in a dungeon, but have always struck me as something that is better suited to an environment where all the elements can excel, not just the earthy ones. That means, they kinda want to hang outside.

This got me thinking about one of my favorite ideas from a module I have never played nor ever really plan on playing: D1 Descent into the Depths of the Earth. Contained therein is a hex map with various tunnels that a party can travel and explore. On that hex map are fixed encounter areas. Thus, while it is a dungeon crawl, it also feels kinda like an outdoor hex crawl. Given that the monsters I have available with an MMII monster section of a Basic Edition, why couldn’t I then have a hex crawl that felt like a dungeon crawl?

The end result was something I’m calling the Valley of Chaos:
The white circle in the southeast corner labeled ‘1’ is the party’s home base. All the white squares are encounter areas with a small structure/dungeon/tower/cave network with 5-25 rooms. There are three distinct areas in and around the valley. The floor of the valley itself is the stomping ground of the fey. The forested areas above the valley have a Lost World atmosphere. The desert, volcano and lake of fire all are home to elemental creatures. The further away from home base the party wanders, the more challenging the going gets.

Note that like any good dungeon, there are multiple access points for parties to enter into the “dungeon.” There are established paths and river ways for the party to follow. Each branch ultimately leads to an encounter area. There are also things to be found off the beaten track. There is even a river way that encourages Referees/GMs/DMs to expand on so that a party can go off on higher level adventures.

All-in-all there are four 6-mile hexes with 23 encounter areas with approximately 200-300 rooms to explore. All of this is dressed up in several distinct environments, each with its own character and set of wandering monsters. All that is needed now is a back story to explain why all the monsters live there and why the valley looks and behaves like it does.

For me, one of the most exciting aspects of this set-up is that it realistically allows for dungeon factions to play a huge role in the adventure. As much as I love the feel and the play of dungeon factions, I have to suspend my disbelief every time I employ them because if such factions were in such close proximity to each other, why isn’t the dungeon a complete war zone with everybody dead? There are ways around this, I am aware, but it does take that extra step to make it work. In this case, the factions have enough space between them that raiding parties actually make sense.

Thus, here I have what feels like a tent-pole megadungeon that looks like a hex crawl and I think could be the beginning of something magical.

Monday, November 21, 2016

Gamer ADD: Monster Manual II Part 9

Ecology of MMII Demi-Humans

As I have noted before, the MMII has two different elves within its pages: wild elves that are neutral fighter/druids and valley elves that are chaotic fighter/magic-users. When deciding which demi-humans to use for PC classes, I chose to use the wild elves. This is due not only to their PC-friendly alignment but also because they offer an interesting departure from the standard D&D elf.

Then porphyre77 opened a can of worms inside my head by suggesting that the Swanmay could also be an interesting stand-in for the elf. They are rangers and (for the purposes of a three-tier alignment system) are lawful. My brain immediately started linking the swanmay ability to shape change into a swan with the long list of normal animals that can be found in the MMII. Each animal became the basis for a different clan or tribe. Thus, elves are primarily ranger-types that can, depending on what clan they belong to, transform into an animal form.

I also made the connection that dwarves, as represented by the duergar, also have transformation powers: they grow big. Transformation is also implied by the mongrelmen and their chaotic morphology. Thus, shapeshifting becomes the common denominator of what it means to be a demi-human in an MMII-inspired world.

Chaos, in the form of arcane magic, has twisted both elves and dwarves into humanoid versions of themselves: valley elves and derro. Given that the undead in the MMII are largely dependent upon the existence of necromancy to bring them to unlife, it follows that there ought to be a twisted version of the mongrelman that dabbles in such nasty magic. This could be the origin of the implied necromancer.

Finally, there is one more creature in the MMII that is a shapeshifter: the wolfwere. These nefarious hunters have very fey-like powers: music that casts the equivalent of a slow spell on its listeners and they can only be harmed by cold-iron or magic weapons. This suggests that there are tribes of elves that have gone “wild” — thus the moniker wild elf. These clans, to certain degrees, have lost themselves in their animal forms. Thus, they range in alignment from neutral to chaotic.

Given that the “example” of a lawful elf transforms into a swan and a “wild” elf transforms into a wolf, it follows that the mammalian clans are the ones most likely to have gone wild, with the carnivorous ones being the most likely to have fallen into a chaotic world-view. In turn, the avian clans are the ones that still hold onto their “elfishness.”

Saturday, November 19, 2016

Gamer ADD: Monster Manual II Part 8

Magic Items

Something I never did when I hypothesized a Moldvay Basic D&D with a Fiend Folio monster section was to see how that would affect the magic items detailed in the Treasure section. This was largely due to the fact that the magic items were fairly portable and made sense. Ironically, an MMII-based treasure section needs to be addressed because there are several magic items that require some kind of re-imagining.

Specifically, there are three items in Moldvay that have no meaning in an MMII world:
  • Sword +1, +2 against lycanthropes
  • Scrolls of Protection from Lycanthropes
  • Gauntlets of Ogre Power
While there are lycanthropes in the MMII (foxwomen, seawolves and weresharks), they are either too powerful for a basic edition or would be better suited for an expert edition with its emphasis on wilderness exploration. Thus, there are no lycanthropes in the monster list that would appear in an MMII-based basic edition. Thus, any items specifically created to fight them are rendered irrelevant. In addition, the only ogres in the MMII are aquatic. Thus, like the MMII lycanthropes, they are far more appropriate for an expert edition. Therefore, this item needs to have a different reference point.

There are also a number of magic items that do not have the same import in an MMII world that they do in a normal D&D world:
  • Sword +1, +3 against undead
  • Sword +1, +3 against dragons
  • Scroll of Protection from Undead
  • Spell Scrolls
  • Potion of Growth
As I have mentioned before, undead are scarce in the MMII and almost all of them are walking corpses created by necromancers. They do not have the frightening abilities that normal D&D undead do: level-draining, paralysis and disease. Thus, there really isn’t the same kind of incentive to create a magic item specifically designed to defeat them.

Unlike the MMI and the FF, the MMII does do not offer up a traditional view of dragons. Cloud and mist dragons are neutral creatures that literally live in the sky, far away from the cares of the world. Faerie dragons are small creatures that pose more of a threat as a spell users than as a fire-breathing monster. Shadow dragons are one of the few creatures in the MMII that have any kind of level-draining powers and certainly do not go around burning down villages.

As a consequence, there really wouldn’t be the same kind of demand for swords specifically made to fight these creatures.

Spell scrolls in Moldvay are specifically arcane in nature and are therefore listed as “magic-user/elf.” While I probably would not change this item at all for an MMII-based basic edition, it is worth noting that the only PCs that could use these are magic-users.

Finally, it should also be noted that a Potion of Growth is basically a watered-down version of what an MMII-dwarf PC can already do. This raises a question as to how these potions are created (from dwarf blood?) and how dwarves would feel about their existence and use.

The biggest generalized threat in an MMII-world are arcane spell users: necromancers, fey, chaotic elves, chaotic dwarves, faerie dragons and elementals. Thus, there would be a demand for Scrolls of Protection and Swords that did well against spell users. The latter already exists in Moldvay, but is a +1/+2 weapon. In an MMII world, this should be a +1/+3 weapon.

In terms of disease, mind control and being transformed into a minion, the biggest threat in an MMII world are plants and fungi. Items designed to fight these creatures would replace those originally intended to fight the undead.

It should be mentioned that there is a substantial reptilian threat in an MMII world. Dinosaurs and Ophidians are nothing to sneeze at.

Finally, the only basic-edition friendly creatures in the MMII that could inspire the idea of strength in the same way an ogre does is the cyclopskin. Without any other cyclops available to be kin to, however, I am just going to call them cyclops.

Therefore, here is a list of magic items that would be found in an MMII basic edition and the items they replace:

  • Sword +1, +2 vs. reptiles replaces Sword +1, +2 vs. lycanthropes
  • Sword +1, +2 vs. dragons replaces Sword +1, +2 vs. spell users
  • Sword +1, +3 vs. plants replaces Sword +1, +3 vs. undead
  • Sword +1, +3 vs. spell users replaces Sword +1, +3 vs. dragons
  • Scroll of Protection from Plants replaces Scroll of Protection from Lycanthropes
  • Scroll of Protection from Spell Users replaces Scroll of Protection from Undead
  • Gauntlets of Cyclops Strength replaces Gauntlets of Ogre Power

Friday, November 18, 2016

Gamer ADD: Monster Manual II Part 7

Wandering Monster Table Level 3

Oozes and Slimes continue to be my bane when trying to come up with Wandering Monster Tables for an MMII version of Moldvay’s Basic D&D. Even when I finally have an ooze that is appropriately powered, Moldvay puts two in his 3rd level WMT. Thus, once again, I am forced to be creative. Cave morays are described as slug-like, which (like fungi on my earlier WMTs) will have to suffice. Please note: according to the MMII both cave morays and cave fishers have a 100% chance of being in their lairs. Normally, this would disqualify them for a WMT; however, the Basic D&D stat block has no such entry. Thus, whether or not these creatures can wander (and both are capable of movement) is entirely up to the Referee/GM/DM. Especially since I am running short on appropriate monsters to fill these roles, I am using that implied freedom to allow these creatures to roam:

  1. Banderlong (4 HD)
  2. Pedipalp (2+2)
  3. Derro (3*)
  4. Land Urchin (3+3)
  5. Cave Fisher (3)
  6. Scorpion (4+4*)
  7. Shadow Dragon (4*)
  8. Chrystal Ooze (4*)
  9. Fire Bat (2)
  10. Elfin Cat (3+6*)
  11. Taer (3+6*)
  12. Swordmaster (3rd level fighter)
  13. Myconid (4*)
  14. NPC Party (var.)
  15. Cave Moray (4+4)
  16. Ophidian (3*)
  17. Elemental (Harginn) (4+4**)
  18. Giant Bee (3+1*)
  19. Zombie, Juju (3+12*)
  20. Zombie, Monster (6)

Seriously, I am more and more interested in this implied world. It has a dark fantasy feel to it, with a constant sense of corruption and decay. In a weird sense, it reminds me of Ravenloft, only better. There is no need for special rules, the undead are all man-made Frankenstein’s monsters, and the vampires aren’t Transylvanian, they’re reptilian. Plus, it has dinosaurs. Yep, I’m going to have do something with this…

Thursday, November 17, 2016

Gamer ADD: Monster Manual II Part 6

Wandering Monster Table Level 2

For this Wandering Monster Table (WMT), I again used the break-down of Moldvay’s WMT as a template. As happened with the Level 1 WMT, I ran into several problems filling out slots. Oozes and slimes once again proved to be overly powerful. Interestingly, though, the MMII has three different creatures that are all basically the same idea, but with slight variations in powers: olive slime, phycomid and zygom. They are all plants/fungus. All infect a host which is then mentally taken over in order to reproduce and find more hosts. Of these I like the olive slime the best from a descriptive point of view: it's telepathic, it's a slime and the creatures it produces are humanoid slime-things. Unfortunately, they cannot be harmed by normal weapons at all. The least powerful is the zygom, but it does have a fun factor: the attack that infects a host only works with skin contact, otherwise it acts like a super glue that will eventually harden and destroy whatever it is stuck to. Therefore, the zygom makes this list in place of an ooze or a slime.

Another difficulty was the undead entries. As I have stated before, there aren’t many undead in the MMII and those that are not Animal Skeletons are on the more powerful side. The MMII, however, does have a number of mobile plant-like creatures that don’t really fit into any of the categories I used to break down Moldvay’s tables. Therefore I put some of the walking plants (the kamfult and mandragora) in the place of the undead.

Finally, there aren’t any real low-level constructs in the MMII and that is an entry that shows up on the Level 3 WMT. The vilstrak, which is a kind of stone creature that can move through solid rock, kind of fits the bill, but is less than 1 HD. Therefore, I switched out one of the mammal entries in this WMT and put it in the Level 3 WMT. The slot was then replaced with the “construct” and the vilstrak:

  1. Scorpion (2+2* HD)
  2. Conjurer (3rd level MU)
  3. Vilstrak (1-1)
  4. Wild Elf (1+2)
  5. Kamfult (2)
  6. Azer (2+1*)
  7. Zygom (3*)
  8. Hybsil (1-1)
  9. Dinosaur (4+2)
  10. Myconid (2)
  11. Mudman (2)
  12. Warrior (2nd level fighter)
  13. Buckawn (1-1*)
  14. Giant Fly (3)
  15. Vapor Rat (2)
  16. Constrictor Snake (3+2)
  17. Solifugid (3+3*)
  18. Magman (2*)
  19. Robber (3rd Level thief)
  20. Mandragora (1+1)

This isn’t your father’s D&D. There are fantasy elements that will feel familiar, but there is no sense that the world described here has any kind of foothold in Tolkien or any of the worlds that his imagination inspired. This is stranger and more primordial. This is quickly becoming a world I want to play.

Tuesday, November 15, 2016

Gamer ADD: Monster Manual II Part 5

Wandering Monster Table Level 1

I have been trying to work on some Wondering Monster Tables (WMT) for a Moldvay Basic Edition using only MMII monsters and it hasn’t been easy, especially compared to my efforts to do the same for the Field Folio. While my original break down of Molday’s WMTs is still relevant and useful, finding monsters to fit that break-down is not nearly as straight-forward as it was with the FF.

Both the MMI and the FF have a wide variety of monsters of all power levels: everything from the lowly 1/2HD humanoids to god-like unique monsters. Each is a manual that can serve a Referee/GM/DM well for a campaign that spans several PC levels. One of the main reasons I have never liked the MMII — its theme of Gygax’s underdark and planar cosmology — is also the reason why the MMII does not do a good job of serving up monsters of variable levels for a Referee/GM/DM to use over the course of a whole campaign.

The MMII is top-heavy. PCs that are going to explore the underdark and/or the other planes of Gygax’s cosmology are necessarily going to be higher level. Thus, virtually every monster in the MMII either comes from a mid-to-high level module or is designed to challenge higher level characters. There are a number of low hit die creatures that are very capable of taking out an entire 1st level party. Sure, a well-organized group of kobolds could do the same, but not as some random encounter.

For example, the Quickling has the following spell-like abilities: ventriloquism, forget, levitate, shatter, dig and fire charm. When motionless, they are invisible. They save as 19th level clerics. They cannot be surprised, have three attacks per round and have an AC of -3. Did I mention that are 1.5 HD creatures?

Thus, it took a lot longer to arrive at the following 1st Level WMT:

  1. Seer (2nd level MU)
  2. Veteran (1st level Fighter)
  3. Cave Cricket (1+3 HD)
  4. Mongrelmen (1 HD)
  5. Myconid (1 HD)
  6. Vulchling (1 HD)
  7. Ustilagor (3+3* HD)
  8. Dreurgar (1+2 HD)
  9. Pedipalp (1+1 HD)
  10. Tasloi (1 HD)
  11. Dinosaur (3+1 HD)
  12. Formian Worker (1+1 HD)
  13. Giant Squirrel (1+1 HD)
  14. Animal Skeleton (1-1* HD)
  15. Muckdweller (1/2 HD)
  16. Giant Termite (1+2 HD)
  17. Gripple (1+1 HD)
  18. Webbird (1/2* HD)
  19. Footpad (2nd level thief)
  20. Coshee (3+3 HD)

The MMII does not lack for jellies, slimes and oozes. The problem is that they are meant to be a nuisance to mid-to-high level characters and therefore are not really appropriate for a 1st level WMT. As such, I substituted the ustilagor, which is described as a fungi.

This list suggests a world that passingly resembles a fantasy world, with its fey touches and its hat tips to elves and dwarves; however, there is a strong suggestion that this world has been ravaged by the effects of pure chaos. When a creature does appear to be somewhat normal, it seems like it was ripped from another time. Otherwise, this is a nice, large helping of weird.

Tuesday, November 8, 2016

Gamer ADD: Monster Manual II Part 4

Demi-Human Player Characters


Unlike my experience with the FF, which had no halflings, dwarves or playable elves in its monster list, the MMII has a more traditional D&D demi-human feel. There are, however, a couple of twists.

Elves:

In the MMII there are two types of elves: wild and valley. While valley elves function as normal elves for the purposes of a character class, they are chaotic neutral which would place them firmly in the Chaotic alignment category in the three-alignment system of Basic D&D. This would make them monsters, not PCs.

Wild elves do not use arcane magic. Rather, multi-class wild elves are fighter-druids. Necessarily (according to 1ed rules) they have a true neutral alignment.

In other words, while elves are available as a PC class, they do not use arcane magic (unlike their Chaotic and monstrous brethren). Instead, they have a unique spell list that only elves are able to use.

Dwarves:

There are several dwarf and dwarf-like entries in the MMII: the derro, duergar, and the spriggan. Derros are chaotic evil (thus monsters) but interestingly use arcane magic in a limited form. The same is true of spriggans, though they only are able to cast spells in their giant form.

Duergar function as psionic, lawful evil dwarves. For the purposes of this thought experiment (and my own understanding of the three-alignment system), lawful evil can translate as Lawful. Thus, the duergar can be a stand-in for the Dwarf class.

Since psionics do not exist in Moldvay’s Basic, it is easy to dismiss most of the psionic abilities; however, duergar do have some interesting psionic disciplines that have to be discussed: reduction, molecular attraction, invisibility and expansion.

Reduction, as a power, is actually quite limited. A user can only reduce their height by 1’ until middle levels and then only 50%. While it does become more useful at high levels, and it strikes me as something a creative player could find beneficial occasionally, it is not the type of ability that would see regular and consistent use. Therefore, I feel quite comfortable just ignoring it.

Molecular Attraction is a typo. There is no such power in the psionic section of the 1ed Player’s Handbook. While I could make an educated guess as to what was intended, I feel more comfortable ignoring it.

Invisibility as a psionic power is weaker than the spell. It only affects creatures of HD equal to or less than the user. Therefore, I would rather express this ability as an increased skill at hiding or surprise.

Expansion is a power that allows a user to grow in height and strength. This increases with experience levels to a maximum additional damage of +6 — the bonus for an 18/00 strength in 1ed. In addition, the user gets extra hp. Due to the fact the spriggans have a similar power, I feel it is important to give a duergar PC class this ability, because it seems to be a part of a MMII understanding of “dwarfishness.” To simplify the ability, I took the mechanics of the psionic power and compared it to what I have in Ye Auld Skool Spell Creator and came up with a 3rd level spell with a duration of 6 turns +1 per level. When grown, the duergar doubles their size and their strength bonus. In addition, they take half damage from all non-magical attacks. This can be used once per day.

Halflings:

There are no halflings in the MMII. Therefore, in order to round out the number of demi-human race-as-classes to three, it is necessary to look at other possibilities. The MMII present several:

  • Buckawn: Neutral, 2’ tall fey with a 1-1HD. Curiously, they are given various illusion magics at “6th level” but no information as to how they attain 6th level or what that otherwise looks like.
  • Hybsil: Lawful good 3’ tall antelope centaurs also with a 1-1HD. This would allow folks to play a centaur without many of the problems that a normal centaur would have while dungeon delving.
  • Mongrelmen: Lawful neutral creatures with 1HD and are a mixture of “humans, orcs, gnolls, ogres, dwarves, hobgoblins, bugbears, elves, bullywugs and others.” They can pickpocket as a thief and have two special abilities: camouflage, and mimicry.
  • Swanmay: A good-aligned and female-only creature that can transform into a swan and has ranger-like powers.

All of these are interesting and (with the possible exception of the hybsil) are something more than a fighter with some cosmetic extras. Therefore, despite the fact I am most drawn to the Buckawn and the Mongrelman, I am torn as to which of these should be the halfling stand-in.

Regardless, there is an interesting undertone suggested by this selection of race-as-class. Arcane magic is dangerous and is associated with Chaos. Elves and dwarves that use arcane magic are all Chaotic. Even if Buckawn make the cut as the last race-as-class, they don’t use arcane magic until higher levels, suggesting that the race actually discourages adventuring because it tempts buckawns to learn things they shouldn’t.

Speaking of which, this all plays into a fascinating blog post by Jeff Rients on the suffix -ard in the word “wizard” and the implication that they know too much.

Of all the halfling stand-ins, which would you most like to play?

Monday, November 7, 2016

Gamer ADD: Monster Manual II Part 3

Notes on the Undead

Interestingly, there are not many undead creatures in the MMII:

  • Animal Skeleton
  • Demi-Lich
  • Juju Zombie
  • Monster Zombie

This list does allow for a cleric’s Turn Undead to be relevant from the get-go.

The most interesting facet of this list, however, is that all of the entries are derivatives. Animal Skeletons imply the existence of human skeleton undead and monster skeleton undead. Demi-Lich implies the existence of Liches. Juju and Monster zombies imply the existence of “normal” zombies.

The undead picture of an MMII world, however, looks a lot more like a supernatural version of the current zombie fad (e.g. The Walking Dead) than the undead worlds suggested in literature, such as Bram Stroker’s vampire or J.R.R. Tolkien’s wights.

The hierarchy of undead might look something like this:

  • Animal Skeletons (the most basic undead creation).
  • Human Skeleton
  • Zombie
  • Monster Skeleton
  • Juju Zombie
  • Monster Zombie
  • Demi-Lich (when a necromancer fails to complete the transformation into a Lich)
  • Lich

Thus, the undead are exclusively the result of necromancy. Curses, diseases, the restless dead, etc. are not extant. This creates a very clear picture of what the undead are and where they come from. In other words, placing an undead into an adventure automatically leads to another: if there are skeletons around, there must also be a necromancer around. Without the necromancer, the skeletons would not exist.

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.

Tuesday, October 25, 2016

Meditating on Jack Chick

The news that Jack Chick has passed away has been making its rounds around the blogosphere. Reactions range from the vindictive to the conciliatory. Personally, I wasn’t aware of Chick’s work or his influence on the Satanist Scare and D&D until much later in life when (ironically) the Christian faith I had rejected in my youth drew me back to actually playing the very game Chick warned would destroy my soul.

Believe it or not, I have no animosity towards Chick. In another odd twist, I am actually grateful to him. Despite the fact that I disagree with him on many issues, without Chick and his ilk openly challenging D&D, we would not have the OGL, the OSR or Hasbro putting D&D on the shelves in bookstores so that another generation can fire up the imagination in a way that only pen and paper RPGs can.

In the small picture, the Satanist Scare but TSR on the ropes. In the bigger picture, it led to a series of events that culminated in the OGL so that the game can never be taken away from us ever again.

This leads me to the main point of this post: freedom of speech. Jack exercised his right to publish his nonsense and try to convince a bunch of people that D&D was bad. In turn, others (including myself) have used our free speech to defend the game and to promote it in its various forms. To this day, people are free to decide who is more persuasive and which set of ideas is going to make their life better. I call that a win for everybody.

Unfortunately, there are a growing number of people out there that think limiting speech is a good idea. More and more people believe that they shouldn’t have to listen to ideas that challenge their own world-view. Frighteningly, there are also more people willing to use their influence and power to make that happen and to coerce, bully and forcibly shut people up.

We live in a Golden Age of RPGs specifically because of the freedom of speech that allowed Chick to voice his beliefs. Those beliefs force those of us who play this game to answer his challenges, to know this game better and to make this game better. As a consequence, we are all better for it.

For all those who think that it is okay to bully, coerce and forcibly shut people up because you disagree with them, this is a world-view that would have robbed us all of the game we know and love today. It may very well have also forced D&D into the dustbin of history.

I pray that the lesson we learn from Chick, his life and his death is not that his version of Christianity was bad, but rather that freedom of speech and the ability to be challenged by ideas that disagree with our own has made the world a better place.

Monday, October 24, 2016

Towards an Arnesonian XP System Without the Gold

Anyone familiar with my musings on how to run a campaign is well aware of my long love-affair with Arneson’s rule of 1 gp of treasure spent = 1 xp. It is genius and it is the mechanical engine that makes a sandbox-style game purr. Handing over agency to a group of players is one of the true pleasures I have as a Referee because it guarantees an experience that I cannot get by writing short stories, novellas or novels: utter surprise. I had no idea stirge meat was a delicacy in the Lost Colonies until my players decided to ask a friendly monster NPC to cook one up. To this day, this fact and all of the various consequences that are derived from this fact are some of my favorite features of the Lost Colonies campaign world.

There is, however, one glaring weakness in Dave Arneson’s xp house rule: it assumes a gold-based economy in a post-apocalyptic world where treasure hunting is an inexpensive but lucrative (if dangerous) endeavor. It won’t work in the Third Imperium. Whereas there is a lost, ancient civilization, the locations of these ruins are often tightly controlled secrets or in places that are cost prohibitive to get to. In addition, the stuff that can be found is generally cultural and/or scientific, not monetary.

One of the reasons B/X is the one RPG I would choose if I could only ever play one RPG for the rest of my life is because it best expresses (and allows for) the madness of a sandbox campaign and players armed with the near-complete agency Arneson’s xp rule grants. One of the reasons I don’t regularly Referee games like Traveller, Call of Cthulhu and Champions is that these genres and systems lend themselves much less easily to the sandbox campaign (not that they can’t).

The discussion that followed my most recent rant about 5e and xp got me thinking about how it might be possible to marry the madness of Arneson’s xp rule and a sandbox campaign to another genres where Arneson’s assumptions about the world do not or cannot exist.

At the root of this whole issue is player agency. The way in which Arneson’s rule empowers players to advance exactly how they want to is a marvel to behold. The surprise factor and the world-building and world-altering factors are huge. Therefore, here is a stab in the dark at a framework upon which to build an experience system that could potentially give me the same kind of satisfaction in other games and genres that I get from Arneson + B/X:

There are six different methods of earning experience:

  1. Party Campaign Goal: This is a task the players set for themselves as a group. The expected time necessary to complete this task should be around the 2-5 session mark. For example: The party decides that it wants to figure out where the Tomb of Horrors is located. This would have a value of 2(x) for each character where x is an arbitrary number used consistently throughout this thought experiment.
  2. Player Campaign Goal: This is a task that the player sets for their character alone. Again, this is something they should expect to take 2-5 game sessions to complete. For example: The ranger decides that he wants to take out 20 orcs, while the Magic-user wants to visit the Great Library in the Capital City. Again, this would have a value of 2(x).
  3. Party Mission Goal: Similar to the Party Campaign Goal, but is something the party wants to accomplish over the course of a single session. For example: The party wants to get to the Village of Sages in order to find out the most likely place to find a map associated with the Tomb of Horrors. This would have a value of (x) for each character.
  4. Player Mission Goal: Similar to the Player Campaign Goal, but is something the player wants to accomplish over the course of a single session. For example: The Cleric wants to cast three utility spells that actually help the party. This would have a value of (x).
  5. Secret Player Goal: This is something to help me notch up the surprise factor for both players and referee. All of the above goals are assumed to be public knowledge so that everyone has a chance to negotiate with the other players to maximize their ability to gain experience. At the beginning of each session, the player’s also write down a goal their character has for the session that no one else is privy to, including the Referee. At the end of the session, these goals are revealed to the table and experience is granted for those who pull it off. This would have a value of (x).
  6. Referee Discretion/Secret Goal: This is also an attempt to up the surprise factor. The Referee could hand out (x) experience to players who showed exceptional bravery/cleverness/role-playing etc. and/or at the start of the session, the Referee could secretly write down a goal they hope the party accomplishes over the course of that session. This, too, would be worth (x) experience.

I think this would allow enough flexibility to just about any genre to pull off a sandbox campaign as well as offer enough structure to allow players to feel empowered on how their characters advance through the system and the campaign.

Sunday, October 23, 2016

Toward an OId School 5e Monster Stat Block

My benchmark for a monster stat block is the 1ed Monster Manual because that is the stat block that I used for years in the formative youth of my RPG life. While too big for my (now curmudgeonly) taste, it does set a marvelous example for visual clarity and simplicity. In contrast to its modern counterparts, the 1ed MM stat block was perfectly happy to merely inform its user that there was a special attack (say, a breath weapon) at leave it that. The crunchy stuff was in the description. At a glance, I know all the essentials and am invited to investigate further for more details if I should so choose:
Frequency
No. Appearing
Armor Class
Move
Hit Dice
% in Lair
Treasure Type
No. of Attacks
Damage/Attack
Special Attacks
Special Defenses
Magic Resistance
Intelligence
Alignment
Size
One of the biggest headaches (literally) for me in 5e is the monster stat block. For some unknown reason, it isn’t possible to simply inform a user that there is a breath weapon. Instead, it must also be accompanied by every single bit of data about the breath weapon, as well as every other possible attack that monster is capable of. I am no longer allowed to get a handle on a monster at a glance. I am required to read all the details, because…stat block. It is visually muddy and crosses wires in my brain.

Therefore, if I am going to stay sane while DMing a 5e game I need a stat block I can understand at a glance. To that end (and inspired by the 1ed MM stat block) I would like to propose the following:
Hit Dice (with an average hp total in parenthesis)
Armor Class
Ave. Bonus (the average of all the ability score bonuses/penalties)
Attack Bonus (the total of the Proficiency Bonus, Str bonus and any special bonuses)
Damage/Attack
Advantages (including any listed skills)
Disadvantages (including any listed weaknesses)
Special Abilities (with no elaboration)
Alignment
Size
For all non-combat rolls, I use the Ave. Bonus (and can adjust that up or down depending upon how I want the monster to run). For all combat rolls, I use the Attack Bonus. If I need to understand a special ability, I can look in the description or just make it up as I go along (which I’d probably do anyway).

As an example, here is the 5e Goblin as represented by my old-fangled stat block:
Goblin
Hit Dice: 2d6 (7)
Armor Class: 15
Ave. Bonus: 0
Attack Bonus: +4
Damage/Attack: 1d6+2
Advantages : Stealth
Disadvantages: none
Special Abilities: Nimble Escape
Alignment: Neutral Evil
Size: Small
Goblins usually wear leather armor and carry a shield. They are armed with scimitars and short bows. When using their Nimble Escape ability they can use a bonus action to either disengage or hide. Goblins are used to living underground and have dark vision 60ft.
This makes sense to me. I can riff of this info in seconds and I know how to run a group of goblins without having to give myself a headache.

Friday, October 21, 2016

What I Mean By 5e Lite

Yesterday, when I mentioned the idea of a 5e Lite, Michael Bugg enthusiastically agreed by pointing out the large about of fluff text that exists in the 5e core books. Whereas that would reduce the page count and give an editor an opportunity to make the rules clearer and more concise (meaning I might be willing to buy to them), this is not what I had in mind. My vision of 5e Lite is far more radical.

If we strip down each class to their fundamental core, what we find are Hit Dice and several categories that players are allowed to apply their character’s proficiency bonus to:

  • Armor
  • Weapons
  • Tools
  • Saving Throws
  • Skills
  • Spells and Spell-like Abilities

There are four types of hit dice (1d6, 1d8, 1d10 and 1d12). There are four types of Armor (light, medium, heavy and shield). There are four categories of weapons (a partial list of simple weapons, all simple weapons, simple weapons plus a partial list of martial weapons and all martial weapons). There are up to six Saving Throws (one for each ability score). There are any number of tools and skills. Spells and Spell-like Abilities can be categorized any way you like.

What we have here is a framework for a character build for just about any genre you want. Arbitrarily assign a number of build points that can be assigned to any of the above categories. For example, a Fighter might look like this:

  • HD: 3pts (d10)
  • Armor: 4pts (all armor)
  • Weapons: 4pts (all weapons)
  • Saving Throws: 2pts (Str & Con saves)
  • Tools: 0pts
  • Skills: 2pts (two skills)
  • Spells: 0pts

This build would cost 15 points.

Spells could be broken down to their mechanical core, as I have done with the spell list from 0e in my Ye Auld Skool Spell Creator. Each character build point could purchase the character an ability to use one of the 16 base spells. Each spell would have a basic DC in order to cast it (say 5 or 10 DC). Thus, characters should be able to auto-cast some of the simplest spells. As mechanics are added to these basic spells, the DC goes up by 5 for each mechanic. As the character goes up in level, it is possible to cast harder and more powerful spells. Due to the mechanical nature of this set-up, these “spells” can be dressed up any way the genre requires: mental powers, mutations, super powers, etc.

With this approach, 5e is transformed from the complicated mess it is now to a simple, streamlined system that can do just about anything you want it to without a lot of complications.

This is what I mean by 5e Lite.

Thursday, October 20, 2016

More 5e Thoughts (And a Gauntlet Thrown)

Over the course of the past several days, I have been trying to typeset a 5e Players Guide to the Lost Colonies in order to reflect some of the ideas I expressed in my last post as well as ideas that are campaign-specific. What a nightmare. I have gotten through what I hope is the messiest part, but I still have a lot of editing and re-organizing to do. This whole experience has cemented the idea that my major complaint about 5e has almost nothing to do with the system.

I will never spend a dime on the core books because they are a hot mess. Seriously, anyone out there who has played a 5e Paladin, you have my sympathy. I took me days to typeset and organize the paladin-as-cleric because, in order to understand the rules for some class features, you have to go to two or three different places in the class description to get a full picture. Even then, a lot of stuff needs several reads in order to interpret the rules.

Now, as an old-school grognard I don’t have any issues with rules that can be interpreted in multiple ways on principle, but 5e presents as such a complicated system that to have rules that are difficult to interpret is not something I appreciate, at least in context of trying to produce an ordered and understandable version of the paladin for my own campaign world.

On the flip side, this experience has demonstrated to me that 5e, at its core, is an extremely simple system. Simply put, it takes the bare bones of a typical d20 system (six ability scores, hit points, armor class, etc.) and strips it all down to the concepts of the Proficiency Bonus and the ideas of Advantage/Disadvantage.

The Proficiency Bonus is a very simple way of expressing that a character is good at something — anything from weapons, to skills, to tools, to saving throws. Advantage/Disadvantage is an extraordinarily elegant way to express bonuses and penalties for virtually any situation in the game.

5e then builds upon this very simple framework a baroque/gothic nightmare of complexity. Whereas I like the idea of using the paladin as a cleric and the warlock as a magic-user, I am less than thrilled about the sheer amount to rules necessary to pull this off. Swords & Wizardry Light (a complete game) will be four pages. That is less than the page count necessary to explain a single class in 5e.

At the heart of all this, however, is a system that I think will make the world of RPGs better. I don’t think I am the man to do it, but there is a 5e-Lite begging to shake off all the excess that WotC have piled onto this system. Indeed, I think the system is elegant enough to pull off just about any genre that you can throw at it.

Here is hoping that someone, someday picks up the gauntlet and produces a 5e-Lite that will make the process of tooling 5e into any genre we want easier than what I am putting myself through now.

Saturday, October 15, 2016

5e and The Lost Colonies

When the current party I am GMing created its characters, I had yet to get my hands on the core books and was operating solely with my reading of the Basic version of 5e. As such, I limited the choice of classes to the archetypal four found in Basic: Cleric, Fighter, Rogue and Wizard. This made my life easier and, as I explained to my players, all of the other classes are really just variations of those four classes.

Having now read the PH and getting a better handle on both the system and the classes I have come to a rather surprising conclusion: if I were to do it all over again, I would have limited the class choice to three, but not the three one might expect.

I say three, because when I first started the Lost Colonies campaign world so many years ago that is exactly the number of classes I allowed (plus the race-as-classes of B/X). I got rid of the thief and wanted to see what the game would feel like with only the three classes of 0e. It worked surprisingly well. When new classes were introduced, it happened organically because of events within the campaign.

I also intellectually like the conceptual and mechanical balance associated with the three classes: Fighters fight, magic-users use magic and clerics are something in between (which, in practice, leaned more towards fighting than magic). This balance, however, does not really exist between the three core classes in 5e. While fighters still fight, the differences between clerics and magic-users have been blurred so much that it is hard to tell the difference without seeing the mechanics behind the special effects.

Thus, the three classes I would use in 5e to emulate that 0e feel I was going for when I first began using the Lost Colonies are:

  • Fighter
  • Paladin (in the place of the cleric)
  • Warlock (in the place of the magic-user)

In the Lost Colonies, all clerics worship the same god. I don’t need different Domains to represent different pagan cults. The paladin better represents a monotheistic set-up. They also don’t get their spell-casting abilities until 2nd level, just like B/X and 0e. In addition, they have fighting skills like a fighter, but don’t have as broad a choice nor are as good at them in the long run as the fighter is.

The warlock is the best D&D representation of the idea that arcane magic is a dangerous thing. It also is the closest I have ever seen D&D get to one of my favorite magic systems — the Elric RPG where demons and elementals were bound into items in order to get magical effects and spells. In addition, this also is a really good analog for the idea that pagan clerics are really magic-users dressed up to look religious.

Obviously, the various patrons for PCs would have to be tweaked else the cleric (paladin) and magic-user (warlock) would not get along very well. My initial thoughts are these: The Summer Queen/Winter King (a variation of the Archfey patron), the Dragon Kings (ancient metallic dragons, which could be a variation on the Great Old One) or the Celestials (archangels, which could be a reverse variation on the Fiend). Since these arcane casters have cantrips and can be really good casters at first level, they are much better at casting than clerics (paladins) who get no cantrips. Thus, it better cements the cleric (paladin) as a tweener whose magic comes from a much different source than the magic of the magic-user (warlock).

For those who want to play a thief, I will provide a background called Thieves’ Guild which will provide all the skills and connections necessary to play one, while still being one of the three core classes. Ironically, this set-up probably does a better job of emulating Fafhrd and the Grey Mouser than any version of D&D ever did.

In the same vein, for those that want to play a barbarian, bard, druid, ranger or monk I will provide a background which will encompass all the skills and backstory necessary to play one.

BTW this is yet another reason I think the background mechanic for character creation is such a brilliant idea. I get to have a much simpler version of 5e by limiting it to three core classes and players can customize these three core classes to emulate all kinds of cool characters without hardly any mechanical shenanigans.

Friday, October 14, 2016

Meditating on 5e Character Creation

Surprisingly, one the things that I really like about 5e is its character creation. I would venture to guess that there really isn’t anything I don’t like about it. This takes me aback because I normally don’t like point builds nor skill systems, but 5e manages to do both in ways that make this old curmudgeon smile.

The characteristic point-buy system of 5e doesn’t really have to be a pure point buy system. The game provides a standard array of scores: 15, 14, 13, 12, 10, 8. This scratches the old-school itch in me that likes the challenge of “this is what you have to work with” that I get when I roll 3d6 in order. While it does provide quite a few bonuses in the balance, unless you specifically dump a +2 bonus on that ‘8’ you are going to have to deal with a penalty on one characteristic. I like this a whole lot better than any of the methods suggested in the 1e DMG to help inflate stats. It also has the advantage of being quick and easy.

The 5e skill system also doesn’t really present as a true skill system. This is in large part due to the relatively small number of skills and the broad manner in which they can be described. In other words, rather than telling players what they can’t do (ala traps that can only be disarmed by a Rogue in 3e), they allow players a means of describing unusual ways to tackle problems.

For example: if my character is having a hard time deciding whether or not the local noble is trying to pull the wool over his eyes but doesn’t have access to the skill Insight, I could argue that his expertise in History might give me a clue as to whether or not the details of the noble’s story jives with what my character knows about the history of the area. This encourages creativity and thinking outside the box rather than limiting roleplaying to roll-playing.

I love the fact that each character has starting equipment packages depending upon their class and background. This gets everybody off the ground running with an appropriate and well-rounded set of equipment that still leaves room for player choice.

The one part of 5e character creation that I think is truly great, though, is the Background system. With the use of 4 or 5 random tables rolls (gotta love those random tables!), players get to piece together an origin story and character motivation that makes their character unique right out of the gates without having to put a lot of effort into the creative process or having to rely upon mechanical bells and whistles. The fact that this background system is easily adaptable to virtually any DIY game-world is brilliant.

By the book, it was the background system of 5e that allowed me to give a bunch of young teenagers and their strange out-of-the-box ideas the characters they wanted to play without any real effort on my part. Thus far, this is my favorite part of the 5e rule set and is something I will happily graft onto all future campaigns I run from now on.

As an example of the wonderful variety this background system can produce, here is what the party of six characters look like in my current campaign:

  • A dwarven fighter who used to be a librarian and is now trusted by his clan with an ancient text that should never be allowed to fall into the wrong hands.
  • A half-elf fighter who used to be a medic in an army. Sick and tired of seeing his friends die, he cynically doesn’t want to make any more friends, but will never abandon them when he finally does.
  • A human cleric who wants nothing more than to help any in need despite the fact that she distrusts people and expects the worst of them.
  • A human wizard who is working on a scientific journal dedicated to the ecology, biology and sociology of dragons.
  • A human rogue whose specialty is forgery and multiple identities because she is a noble on the run whose family has all been assassinated.
  • An elven rogue who belongs to the Tinkers Guild. When she wasn’t allowed the funds to do research on automatons, she stole them from the Guild’s coffers. She is now off in the world trying to prove that her research can become a reality.

This stuff was produced by a couple of wild ideas and a bunch of random rolls. I have often lionized random tables and the wondrous things they can yield and this is yet another example of that goodness.

Thursday, October 13, 2016

I'm Back and Playing (and Ranting About) 5e

For those of you who don’t know, I have not been playing anything for a number of years now. My youngest was in and out of the hospital for about three years battling for her little life and we have been struggling to find what can only be called a new normal.

When things began to settle down, I found that the group that I had played with had moved on in life, as so often happens. Some began families and have to deal with the time realities that such an endeavor requires, some left town to go to school or back to school and one even went off to the military. Thus, I really haven’t done anything with this hobby let alone something worth blogging about.

Recently, however, my oldest got together with a bunch of her friends and asked me to be a GM for their group. The system of choice was D&D 5e. As a consequence, I got my hands on the core books for the first time. The Basic 5e .pdf release from a few years back did nothing to convince me that I should fork over $40 for a Players Handbook let alone $120 for all three core books.

As I wrote back then, when I took a hard look at the free .pdf release, there are things to like about the new system; however, all of them are things that can easily be grafted onto my (still) favorite version of the game: B/X and its clone Labyrinth Lord.

Now that I have had the core books in my hands and have had to use them at the table, I can with certainty proclaim that they most definitely are not worth $40 for a PH let alone $120 for all three core books. What surprises me, however, is that this declaration has less to do with the system itself, and more to do with the way the game is written, laid out and typeset.

These books are really hard to use. The visual style is chaotic, confusing and hard to read. The best of the bunch is the PH and its a nightmare. The page numbers are not only too small, but are a light color on top of another color. The index requires a magnifying glass. I have yet to really understand the logic of why the book is laid out and ordered the way that it is. For example: races aren’t alphabetical, but the classes are?

While I will admit that the DM Guide does have a bunch of useful information for a beginner, a good chunk of that advice runs counter to my own predilections. The only reason for me to own that book is the magic section and (especially since I own several versions of the game with their own better organized version of magic items) $40 is way too much.

Lastly, I despise the monster stat block. It is visually cluttered and overly complicated. For someone who has written and typeset modules, my least favorite part of the process is monster stat blocks. Swords & Wizardry has the best, and even then it is still a task. 5e requires all six characteristic scores and their bonuses!? Put that mess on top of all the ridiculous artsy crap that fills every single page of the MM and you have something that I would prefer to use as a fuel for a fire rather then something I have at the table. It gives me a headache just thinking about it.

So, yeah, the only book I’d be tempted to buy is the PH and only if I could find a deal that would put it in the $20 range. Even then, it would only be used as a reference so that I could typeset my own more table friendly version. Fortunately, I can do that legally now (and I may not even ever have to purchase a core book to do it!).

Systemically, I am going to do my best to play this particular campaign according to the book so that I can see how it plays, with one major exception: the XP rules. Just no. I can appreciate the faster progression at lower levels (especially given the fact that I am working with a group of young teenagers used to the instant gratification of cell phones, the internet and video games). What I can’t abide is that it is has everything to do with killing stuff (or accomplishing missions if you use the alternative options in the DMG) and nothing to do with gold for xp.

I cannot say enough about Dave Arneson’s 1 gp of treasure spent = 1 xp. It does such an incredible job of emulating a character investing in himself or herself. It also places almost all of the agency of how a character progresses through the game into the hands of the players.

For example: Lets pretend that there is a dragon with a requisite hoard living in close proximity to the PCs.

In 5e the only way to get experience points out of this reality is to kill the dragon unless the GM is kind enough to give you a mission associated with the dragon hoard. In other words, the only agency the players have is whether or not to risk going up against a dragon.

If one uses the Dave Arneson formula, the players are in almost complete control of how the existence of this dragon and its hoard will affect their advance in levels. They can kill the dragon, they can steal from the dragon, they can go on other adventures get enough treasure to do research about how to hide from or defeat or capture a dragon (which would mean getting experience points by spending that treasure), etc. Once they get whatever amount of treasure they want from that hoard, the players get to decide how that treasure is used to express how their character gets to the next level. They can go on a massive bar crawl, they can invest in cargo that will be traded for by merchants hired by the characters, they can begin building a house/temple/castle/bridge/bar/whatever, they can buy a fancy outfit to go visit the king, etc. How the character spends that treasure says a lot about who they are and that choice and agency is almost entirely in the hands of the player — not the game, not the system and not the GM.

So, using the training rules from 1e, I determined that the average price of advancing to the next level from 1st-9th level (when training is necessary) is approximately 36% of the total needed for that level. Thus, the one house rule I am using in this campaign is that players must spend a minimum amount of treasure equal to a third of the required xp to gain a level. In other words, if a 1st level character stole 300 gp from the aforementioned dragon hoard and spent it, they would gain a level. If that same 1st level character defeated a group of goblins worth 300xp, they would be stuck at 1st level until such time that they found 100gp and spent it.

I will grant that this has less player agency than I would like, but it is the only way I am going to be able to experience the 5e level progression while teaching these kids about player agency.

Now, despite all my curmudgeonly griping, I do think that 5e has a lot to offer the game and I look forward to seeing what works, what doesn’t and what modular bits and pieces I steal for my default Labyrinth Lord game.


Friday, May 29, 2015

Five Monarchs Campaign: Character Sheet

After much discussion (two positive votes and a sentiment that it is far more descriptive), Five Monarchs Campaign it is.

If I have one major complaint of RPGs as a whole, it has to be the Character Sheet. Off the top of my head, I really only like two that were supplied by the game itself: the 1e AD&D goldenrod sheets and 1e Champions. Even I wonder if both of these have more to do with nostalgia than functionality or appearance (although the 1e Champions CS was really functional).

It seems that the best Character Sheets are almost always a blank sheet of paper that is slowly built into a character sheet, or those created by folks who have played the game and know how to organize the information necessary for handy use.

This doesn't stop me from wanting or wishing for truly inspired Character Sheets. Even when that blank sheet of paper evolves into a record of a really interesting character and campaign, there is part of me that always wants a character to graduate to an "official" Character Sheet worthy of the character it records.

I mention this because FASERIP is particularly egregious in the category of ugly Character Sheet design and because I plan on playing this campaign with my kids. Part of the attraction and nostalgia I have for those goldenrod and 1e Champions Character Sheets is that they are part of my education on how to play those games and RPGs in general.

Therefore, I am keen on having a cool and informative Character Sheet to give to my kids when we play. I am hoping this fits the bill:


Monday, May 25, 2015

FASERIP: The Five Monarchs

I now have a couple of working titles for this campaign, but neither has really charmed me yet:

  • The Five Monarchs Campaign
  • Chasura City Campaign

Let me know in the comments which one you like better.

So, originally I was going to have the five monarchs based on the five colors of the rainbow (as originally postulated by Isaac Newton) with a mix of Eastern and Western elements to color the special effects of campaign powers. I was reminded, however, by Svafa of wu xing. I quickly realized that this elemental model was a much more useful than the one I had come up with. Not only does each element have more special effects, but there are far more implied relationships between the elements.

What follows is a summary of each Monarch, their organizations, goals, relationships and special effects of the powers their vassals exhibit when using their powers.

Red Monarch


Element: Fire

Sp. Effects: Light, Fire, Radiation

Likes Working With: Wood

Rivals: Water, Metal

Cover: UTU (United Trade Unions)


Goals: The Red Monarch wants to return to normal time and space by any means possible, short of destroying the city or its people. The UTU is a loose confederation of workers with ties to criminal gangs and politicians. They are not afraid to use violence, terror and crime to further their agenda; however, murder is not deemed as an acceptable method of coercion. Murderers are hunted down and turned over to the CCPD. UTU works closely with the CCPD, especially through its political influences because despite wishing to return home, the status quo is better than trying to push Chasura City into some other kind of space or time.

Yellow Monarch


Element: Earth

Sp. Effects: Gravity, Rock, Sand

Likes Working With: Fire

Rivals: Wood, Water

Cover: GeoTech (does much of the construction/infrastructure found in Chasura City)


Goals: The Yellow Monarch is obsessed with researching the space and time in-between in order to find a guaranteed safe way of moving Chasura City back to normal space and time. Going into a different space and time is deemed too dangerous for Chasura City and its people. GeoTech works closely with UTU because of similar goals and as a means of keeping the more dangerous impulses of UTU in check.

Green Monarch



Element: Wood

Sp. Effects: Wind, Sound, Mind

Likes Working With: Water

Rivals: Earth, Metal

Cover: CCPD (Chasura City Police Department)


Goals: The Green Monarch wants to protect the status quo and keep the city safe. It is more dangerous to try to remove Chasura City from its current state in-between time and space than remaining in its current state. The CCPD keeps very close ties with CCE in order to monitor their actives and minimize the effects of their radical efforts. CCPD has used CCE to shut down various experiments by other factions simply by denying them access to CCE’s power utilities.

Blue Monarch


Element: Water

Sp. Effects: Electricity, Fluids, Shadow

Likes Working With: Metal

Rivals: Fire, Earth

Cover: CCE (Chasura City Energy)



Goals: Ever since Chasura City shifted into its current state in-between time and space, the Blue Monarch has discovered a variety of potential power sources unknown in regular time and space. The Blue Monarch believes that these power sources indicate a space-time that has far more to offer humanity than does regular time and space. Using CCE and several secret underwater research facilities, the Blue Monarch wishes to push humanity forward into this new reality by any means possible, short of destroying Chasura City or its people. CCE works closely with AESTech due to their similar goals.

Purple Monarch


Element: Metal

Sp. Effects: Iron, Ice, Ether

Likes Working With: Earth

Rivals: Fire, Wood

Cover: AESTech (produces much of the hi-tech/electronic devices found in Chasura City)


Goals: The Purple Monarch is obsessed with researching the space and time in-between in order to find a guaranteed safe way to move Chasura City into a new space and time, because to go back would be too dangerous for those in normal space and time. AESTech works closely with GeoTech because, despite having different goals, both are dedicated to safe research. The more they know about their current state the safer it will be to move beyond it.