Thursday, April 27, 2017

A Question of Scale

In my last post, in which I gushed over the Swords & Wizardry Legion Pack (SWLP), I nitpicked about the scale of the map provided on the back of the folder that comes with the pack. I still maintain that 50 miles per hex is WAY too big, especially if this packet is intended for use as an introduction to FRPGs. Now, as an experienced Referee, I might want to erase all the villages and towns and then focus in on one 50 mile hex to make it my own, but such an exercise makes the map provided rather useless.

While still in full-on Gamer ADD mode because of this gorgeous little package, I stumbled across this map via the internet:

This, I believe, comes from the Necromancer Games adventure Shades of Gray designed for 3e. Note two things:

  1. It depicts part of the map provided with the SWLP.
  2. According to the scale of this map the distance between Darnagal and Potter's Field is about 50 miles.
According to the map provided with SWLP, the distance between these two towns/villages is around 6 hexes or 300 miles. That translates into travel times of just less than a week on the older map to a travel time of over a month on the SWLP map.

To put this in context, I looked up my old stomping ground on Google Maps and planned a trip from the Boston Convention Center in downtown Boston to Fenway Park. This morning, the fastest route was 7.7 miles. If we did to Boston what Frog God Games has done to their world, that distance would now be 46.2 miles. A trip of about 17 minutes is ballooned to a trip of over an hour. At that distance, the Boston Red Sox really aren't in Boston anymore.

I have no issue with Frog God Games trying to make their world much bigger than what it has been is the past, but not only does it make the map provided in the SWLP useless, it also radically changes the material previously provided by Necromancer Games and Frog God Games. If I ever wanted to run Shades of Gray, for example, I would either have to ditch the map from the SWLP or re-write significant portions of the adventure to fit the new scale.

Or, as I mentioned in my previous post, I can just drop the '0' from the '50' and use the map as it was originally designed.

Monday, April 24, 2017

Swords & Wizardry Legion

I got a very special surprise in the mail today. Michael Badolato was kind enough to send me the Swords & Wizardry Legion packet and it is Awesome! This thing is gorgeous and it makes me wish I were 9 years old again so that this could have been my first introduction to roleplaying. It is simple, elegant and just gorgeous to look at. You get two cards for each character class that has everything you need to know on them. It has two copies of S&W Light. It even has a small pad of graph paper. As a big fan of cartography, my favorite part is the map of The Gulf of Akados Region from Frog God Games' Lost Lands on the back of the folder. My Gamer ADD is in overdrive. This little packet is a goldmine of inspiration. Kudos to everyone involved!

I do, however, have one small complaint. Again, as a big fan of cartography, I take huge issue with the scale of the map of The Gulf of Akados Region. It declares that each hex is 50 miles! My first Lost Colonies campaign, which lasted about 3 years, took place largely in one 50 mile hex. This scale is grossly out of proportion.



To give some sense of context, the Gulf of Akados, which takes up about a third of the map, is larger than the Mediterranean Sea. Almost half again bigger. There are several Ruins on this map, giving potential Referees all kinds of opportunity to create dungeons and adventures of their own. Unfortunately, due to the scale of the map most of these ruins are between 150-200 miles away from the nearest town or village noted on the map. Swords & Wizardry movement rules state that a character can hike their base move in miles per day. Given the average burden of a typical 1st level character, that base move is most likely going to be 9. At nine miles per day, a party of adventurers would have to travel between 17 and 23 days in order to get to the ruins marked on this map.

In other words, as is, the map is useless. Fortunately, it is rather easy to erase that ‘0’ after the ‘5’ and reduce the travel time to 2 days and the size of the Gulf of Akados to about half the size of Lake Superior.

Other than that “typo” this is an incredibly cool little package.

Saturday, April 22, 2017

Swords & Wizardry Appreciation Day (Light Edition)

Recently, my eldest has shown interest in running an RPG game. Therefore, I pulled out Erik Tenkar's Swords & Wizardry Light and handed it over because at 4 pages it is a brilliant way to allow a new Referee the ability to get a real handle on all of the rules. After this, we decided on a campaign concept and we put together the following document together. She has successfully run two sessions so far and it has been a lot of fun. Therefore we thought we would share.

White Guard Mini-Campaign

For Swords & Wizardry Light


The file can be found here. Please note, this really hasn't been edited so if you happen to find anything that needs to be fixed I would greatly appreciate if you let me know in the comments. Thanks.

The concept follows the Magic School trope of fantasy literature and allows for PCs to go to magic school and graduate once they get past 3rd level.

Enjoy!

Sunday, April 16, 2017

Christ is Risen!


No one need fear death; the Savior's death has freed us from it. While its captive He stifled it. He despoiled Hades as He descended into it; it was angered when it tasted His flesh. Foreseeing this, Isaiah proclaimed: "Hades," he said, "was angered when he met You below." It was angered because it was abolished. It was angered because it was mocked. It was angered because it was slain. It was angered because it was shackled. It received a body and encountered God. It took earth and came face to face with heaven. It took what it saw and fell by what it could not see. Death, where is your sting? Hades, where is your victory? Christ is risen and you are overthrown. — Paschal Homily of St. John Chrsysostom

Wednesday, April 12, 2017

A Random Map

Talysman over at The Nine and Thirty Kingdoms has been meditating on random maps. His most recent post posited a leximorphic method that quite intrigued me. So, in a fit of Gamer ADD, I grabbed my favorite set of RPG random tables, The Tome of Adventure Design, and set about trying Talysman's method.

The Sunken Halls of the Ape Brotherhood


The name of the dungeon rolled up as The Sunken Halls of the Ape Brotherhood. This suggested several things:
  1. There would be a number large halls in the dungeon.
  2. The dungeon would be partially submerged under water.
  3. The letters that suggested themselves for the leximorphic approach were A, P and E.
I decided that each letter area would have its own feel and feature:
  • The 'A' area is highly finished with tile ceilings, floors and walls. Its main feature is The Screaming Temple.
  • The 'P' area is rough hewn from rock. Its main feature is The Bizarre Ice Gateway.
  • The 'E' area is precisely excavated with smooth walls, floors and ceilings. Its main feature is The Lesser Throne of the Golem, which has already been looted of its valuables.
Here is the result of further randomness:



The dark blue indicates an area submerged in water. The darker the color, the deeper the water. The light blue areas indicate ice. The darker the color, the thinner the ice.

The Lesser Throne of the Golem is located in the left-most columned hall.
The Screaming Temple is the odd-shaped room with the square dais and statues.
The Bizarre Ice Gateway is the double doors in the right-most columned hall.

I'll leave the rest to you...

Monday, March 20, 2017

Happy St. Cuthbert's Day


It has been a rough 2017 for me and mine. Someone in the house has been sick continuously since January, thus I have not been a position to do a lot of stuff here. However, on this auspicious day for those of us who love this hobby, I'd like to give a bit of an update on some of things that have slowly but surely been taking shape:

  1. I've been piecing together a version of Moldvay's Basic as it might have looked with only MMII monsters available plus a few ideas thrown in for fun.
  2. More slowly is the adventure that would come with the MMII Basic. I am toying with idea of having them in one volume rather than two, but that depends on how motivated I get in terms of finishing the adventure.
  3. My oldest has been keen on trying her hand at being a Referee. I figure that Swords & Wizardry Light would be a great little system to cut her teeth on and we have been working on a mini-campaign that would cover levels 1-3. She and her friends are big fans of the school of magic trope in fantasy literature and S&WL has lent itself quite nicely to the concept. I am planning on compiling our ideas into a nice 16 page 5.5" x 8.5" booklet.
Hopefully these will be done and shared sooner rather than later, and that by publicly announcing them I will be even more motivated to get them finished.

May the intercessions of St. Cuthbert bring blessings to us all.

Wednesday, February 8, 2017

Killer Wabbits!

Yet of those that chew the cud or have the hoof cloven you shall not eat these: The camel, the hare, and the rock badger, because they chew the cud but do not part the hoof, are unclean for you. — Deuteronomy 14:7

Recently, this blog post about killer medieval rabbits was pointed out to me and Gamer ADD immediately kicked in. I wanted a PC class for this ASAP:


When I did a little on-line research, I found out there is, in fact, a 5e character race called Rabbitfolk. Unfortunately, they look like they just walked out of Wonderland (art by Tony DiTerlizzi):

All he is missing is a watch

I am after a race that looks like a humanoid version of General Woundwort from Watership Down:


As such, I decided to start from scratch and came up with the following race-as-class for Labyrinth Lord:

Hyrax

Requirements: CON 9
Prime Requisite: STR
Hit Dice: d6
Maximum Level: 14

Hyraxes* are a humanoid race that resemble man-sized, bipedal rabbits. Fierce warriors, xenophobic and highly territorial, they guard their wilderness domains with a level of violence most humans find shocking. Though their numbers are small, there are some hyraxes that do see value in cooperating with other races; however, they often find themselves ostracized from their own community and forced to become adventurers. This is the most common background of a hyrax PC.

Hyraxes are osteoderms, having a layer of bony scales beneath their thick hides. As a consequence, their base AC is 5 and any damage die from a non-magical attack is reduced by 1 (attacks from creatures with 5HD or more are considered to be magical for this purpose). This protection increases at higher levels. At 7th level their base AC is 3 and damage dice are reduced by 2. At 13th level their base AC is 1 and damage dice are reduced by 3. These bonuses may stack with magic and magic items (such as a Ring of Protection), but not armor (even magical armor). As a consequence, hyraxes never wear armor.

The base move for a Hyrax is 90’; however, they have the ability to jump 10’ either vertically or horizontally.

As protectors of their wilderness domains, hyraxes are excellent at identifying plants and animals on a roll of 1-3 on a d6. They also get a +2 to all reaction rolls with normal animals. In addition, they may take animals as henchmen.

Hyraxes fight and save as fighters, can use any weapon and may use shields (though some might find doing so a sign of cowardice). They speak their own dialect of Common.
Level…XP Requirement
1…0
2…2600
3…5200
4…10,400
5…20,800
6…41,600
7…85,000
8…170,000
9…390,000
10…510,000
11…630,000
12…750,000
13…870,000
14…990,000
*I realize that a hyrax is a real animal that is more closely related to the elephant than a rabbit, but not only does the name sound cool, but it is sometimes used in Scripture to mean coney.

Thursday, February 2, 2017

Running a Sandbox Campaign: Explain Everything

Recently, the current campaign I am running achieved that quintessential D&D moment where every one is standing around the table, all eyes on a single die desperately trying to exert what little control they have on a situation they have no control over and waiting for that single die to drop revealing success or failure, life or death and the subsequent screams of joy or anguish.

Such moments don’t happen often, at least in my own experience and it got me thinking about what is necessary for such moments to occur. The underlying idea, to me, seems to be a simple axiom that I try to use as often as I can when playing the role of Referee: Explain Everything.

Now, by “Explain Everything” I do not mean telling the players that there is a giant trap door in the middle of the room they are about go in. Rather, I mean, explain to the players everything that they could reasonably know, then explain to them how I understand what they want their characters to do, especially if there are consequences for the various choices that they make and then explain to them exactly what each die roll actually means.

For example, in the campaign the players decided to ambush an ogre who had enslaved a neanderthal village. Next to his ad hoc throne was a cage full of children. When the characters came out of hiding to attack him, he grabbed one of the children and threatened to kill it should they continue their assault.

At this point I laid out the options of what could happen should the ogre win initiative, they win initiate, etc. and then asked each player what they wanted to do. Thus, that initiative roll had a meaning well beyond just determining who got to go first.

When the players decided to attack anyway, I explained each attack and their consequences: you need to roll ‘x’ in order to hit. If you hit, this is how much damage you could do. The ogre needs ‘x’ in order to make the saving throw. If he makes it, he will take ‘x’ amount of damage, etc.

Thus, as the situation builds, everyone knows exactly what every action and die roll means. Thus, when the last person takes their action and their success or failure means the life or death of an NPC, PC, etc. everyone is not only paying attention, but they know exactly which outcome means success or failure. Thus, when that die is cast and the number is revealed, everyone at the table is able to instantly know whether their hopes are dashed or wildly fulfilled.

I realize that there are times when keeping this kind of information hidden from the players can also bring its own kind of satisfaction, and I often use it in situations where PCs wouldn’t know certain kinds of information; however, I have found that this kind pleasure pails in comparison to the kind of wild celebrations or anguished screams of despair that result from pulling back the curtain to let players know exactly what they need in order to succeed or fail.

Imagine for a moment rolling a die. Which roll are you going to be more invested in: the one where you know that you need to roll high and then have to wait for a Referee’s adjudication or the roll where you know that you need a ’17’ to succeed? I dare say the experience of rolling the latter is far more palpably exciting/excruciating than the former.

Saturday, January 14, 2017

Running a Sandbox Campaign: Why a Random Event Isn't Random

By its very nature, a sandbox campaign has a lot of randomness. For me, this is one of its charms. Not only do I get to be surprised as a Referee by what happens in the world, but I am challenged every time I allow a random table to determine what happens next. One of the key principles that I adhere to when running a sandbox campaign is that nothing is random despite my wide and varied use of random tables and events.

This may sound like a contradiction (or a statement of faith) but it actually isn’t. Though the origin of an event or an encounter or a treasure might be a random result, its actual existence in the world must have a rational explanation. In other words, I am always asking the question ‘Why?’ Why are there lizardmen in this part of the jungle? Why is there a dragon here when before there wasn’t? Why are neanderthals exploring a lost temple that never belonged to them?

By continuously asking the question ‘Why?’ I am forcing myself to accept the un-randomness of random events and seeing these things not as something that a die-roll told me, but as part of the larger story and framework of my campaign world.

This is why, in my prepping for a sandbox campaign, I use broad strokes and various nebulous factions and background noise: they all give me a framework in which to fill in details with my questions of ‘Why?’

For example: as I mentioned in my last post, a die roll led to the adventure seed of a portal suddenly showing up in Akhmed’s house when he rolled a ‘6’ on a d6. After such a long time, why wasn’t his house done? Something catastrophic must have happened. What event in the campaign world could have caused this? The players had just recently travelled to a major Illithid city where they managed to wreck havoc and shatter a giant machine which let them dial in various portals to various worlds. This, then, could result in various rips in time and space around my Lost Colonies map. Why not in Akhmed’s house?

This places what was a silly random event into a much larger story arc that affects the entire campaign world. Should players start exploring this rip in time and space, various hints and clues could then allow them to figure out that the origin of this rip was, in fact, there own doing. Unfortunately, that never happened with the players in question, but I do have a solid background for why this portal exists in the first place.

It also opens up a framework from which I can start explaining the un-randmoness of other random events in my campaign. Various factions in my Lost Colonies campaign are aware of these rips in time and space. Each has had a different reaction to them. As a consequence, I can start explaining the existence of certain random encounters as consequences of these factions interacting with portals. Again, this ties everything together and leads players to gain more information about this major event in the campaign world and all of its consequences.

Thus, random events actually make my sandbox campaigns better, because I am forced to ask a series of questions which seek to understand exactly why a random event isn’t random.

Friday, January 13, 2017

Running a Sandbox Campaign: Player Expectation

A couple of years ago, I wrote a series of posts about Prepping a Sandbox Campaign. I have also mentioned that I am currently running a 5e campaign ostensibly set in my Lost Colonies campaign world; however, due to the various choices by the players, the bulk of the campaign is actually taking place on a brand new map that I have never run before. The experience has reminded me of some of the fundamental assumptions that I make when running a sandbox campaign and I thought I’d write some of these down and share them.

Player Expectation

As you may have noted in my series on Prepping a Sandbox Campaign, I don’t do a whole lot of detail. Most of the things I prepare are broad brush strokes so that I have enough information that I can wing it if necessary, but not so much that I have wasted a whole bunch of time on something my players have no interest in. This gives me a lot of freedom to shape the campaign to fit my players.

This reality and point of view became very important when I started my most recent campaign. My players are all young and have little or no experience with pencil & paper RPGs. If I imposed a bunch of my own expectations for how this campaign was going to be, I wasn’t likely to succeed in showing my players just how cool RPGs can be.

Therefore, I carefully listened to them when we created characters. I made sure I had an idea of what each person expected their characters to able to do. Some of these are far-off goals for when their characters are much higher level. As a consequence, I knew that some of these expectations were not going to be fulfilled in the short-term; however, I could tease them so that they knew that what they wanted was possible in the long run. Listening to my players and their expectations don’t stop at character creation, though.

One of the adventure locations that I had in place for my new campaign was Akhmed’s old house. For those who don’t know, Akhmed was a long-time PC in my last Lost Colonies campaign who played a central role in developing several key characteristics of the world: Bane Weapons, Lithic Elves and the fact that dwarves are neither male nor female.

At one point during the campaign, Akhmed had hired some Bronze Dwarves to build him an underground home in Headwaters. It was my standard practice to have long-term projects like this take one or more sessions. When a players asked, I would have them roll a d6. On a ‘1’ the project was finished. Each time a player rolled (each session that went by) I would subtract one or more from the roll (depending on the scale of the project). Akhmed had been rolling for several weeks on his project, but never seeing the end. When it was time for the project to be finished, I had him roll and it came out a ‘6.’ On a whim, I informed him that the dwarves had found something that scared them and they boarded up the house and refused to work anymore. It was an adventure seed, because it gave me the ability to place a rip it time and space in his almost completed home that could potentially be something the party explored. For a variety of reasons, that seed never played out in my last campaign. In this campaign, however, it has been the center of my player’s attention.

When I first conceived of the idea of a portal, I had in mind the Portals of Torsh by Rudy Kraft and published by Judges Guild. I had taken part of the provided map, and hashed out some of the broader ideas in much the same way I did in my series on Prepping a Sandbox Campaign. It didn’t go much farther than that, even when my players started poking around (literally).

When my players discovered the portal, I described that it looked like the Aurora Borealis. I also described that it changed color, doing so to let my players know that times was passing as they argued with each other about what to do next. The color change, however, caught their imaginations. They started poking the phenomena. So, I went with it and had the thing change color any time it was poked.

As the campaign progressed, the players started hypothesizing that each color represented a different destination. Since I wasn’t married to the idea that the portal led only to one place, I decided to go with it and began making up different end-points for each color. The players then decided to see if they could get more colors by poking more at the thing. I indulged the idea, and began rolling dice to see if they would get any other result. The dice said yes, and the number of colors and destinations went from one to three to five. Subsequently, this portal to many places has become a key factor in aiding the party on the quest they have all decided to undertake. In other words, I allowed their expectations for my campaign world to shape the world and the campaign itself.

One could quibble with how I allowed player expectation to enter into the game, but I believe it is important for two reasons:

  1. It subtly invests the players in the campaign world and can give a sense of accomplishment even in the face of failure. Even if the party is driven away by a superior force of monsters, the object/place is out of reach, there is no treasure or a character dies, the players can still walk away knowing that their hypothesis was at least partially correct. Such success invites the players to make further guesses at how the world works and what is in it. When such guesses start to be at least partially correct more often than not, it encourages further exploration and further guesses. The players begin to talk about the game outside the game and the campaign begins to have a life of its own.
  2. It provides a certain amount of surprise for me. One of the things I love most about a sandbox style of campaign is that it provides me with the unexpected. I never know which direction my players are going to go or what puzzle they become determined to solve or how they are going to go about doing just about anything. If I also allow player expectations to color how I respond to such choices, it forces me to be surprised by my own world. For example, I never expected the portal to go anywhere but to a lost temple on another world. I never expected it to be a key locale in a strategy to imprison an ancient dragon. Such are the wonders of allowing player expectation to color a campaign.

I would argue that the sandbox campaign is uniquely able to accomplish fulfilling player expectation because by its very nature it must be flexible and flexibility is key in allowing player expectation to shape a campaign.

Tuesday, January 10, 2017

Meditating on Vancian Magic

The tomes which held Turjan’s sorcery lay on the long table of black steel or were thrust helter-skelter into shelves. These were volumes compiled by many wizards of the past, untidy folios collected by the Sage, leather-bound librams setting forth the syllables of a hundred powerful spells, so cogent that Turjan’s brain could know but four at a time.

Turjan found a musty portfolio, turned the heavy pages to the spell the Sage had shown him, the Call to the Violent Cloud. He stared down at the characters and they burned with an urgent power, pressing off the page as if frantic to leave the dark solitude of the book.

Turjan closed the book, forcing the spell back into oblivion. He robed himself with a short cape, tucked a blade into his belt, fitted the amulet holding Laccodel’s Rune to his wrist. Then he sat down and from a journal chose the spells he would take with him. What dangers he might meet he could not know, so he selected three spells of general application: the Excellent Prismatic Spray, Phandal’s Mantle of Stealth, and the Spell of the Slow Hour.

— Turjan of Miir, Jack Vance

I have always really liked the idea of Vancian magic, but have never been sold on how D&D handles it. Don’t get me wrong, from a purely mechanical point of view, D&D does a good job of simulating the way Jack Vance describes how Turian of Miir uses magic. Unfortunately, it doesn’t have the feel. If someone had never read Jack Vance and had no idea of how he describes the spell as an almost living thing that frantically tries to leap off the page of a spell book, there is nothing in D&D that shows players that this is what the mechanic of memorizing spells is supposed to represent.

My other issue with spell casters in D&D is that I am someone who much prefers the utility spell over the combat spell; however, D&D almost dictates that a magic-user will always take Sleep over Read Languages. On an average dungeon delve, a player can almost be guaranteed to be able to use a combat spell, but that utility spell may or may not ever be useful. I find this boring, in a way.

To be honest, when I play a spell caster, it is almost always a cleric or a bard because I can get away with having utility spells more often because these classes can pull their weight in a fight sans spells. I have only ever played a straight-up magic-user once and a straight-up illusionist once. I much preferred the latter experience because of the sheer frustration about having spells like Enlarge in my spell book and having really good ways to use it, but having to go through the whole “I gotta rest, re-memorize spells and come back tomorrow” only to have the party try some other way to solve the problem. At least with the Illusionist, the very nature of illusion magic requires creativity and problem solving skills with every spell cast. I found it much more satisfying to take out a pack of gnolls with Phantasmal Force by “moving” a pit and getting them to fall in than I ever was shooting lightning bolts or fire balls.

When I got into the nitty-gritty of the classes in 5e, I really got excited bout the potential of the the Warlock as a utility/problem solving kind of spell caster. They have enough combat punch with Eldritch Blast to justify using utility spells. Couple that with the Pact Boon Book of Shadows and the ability to learn some Cantrips off any spell list and the potential to collect and use ritual spells from any spell list and you’ve got a spell caster I’d love to try and play some day.

Unfortunately, whereas the Warlock does a good job of making utility spells justifiable and does a good job of making magic feel dangerous, it largely abandons the Vancian model of magic. Therefore, in terms of trying to make a BX magic-user class that does Vancian magic “right,” the Warlock is inspirational, but not exactly what I am looking for.

I recently managed to get my hands on a second edition copy of Runequest. I have always wanted to love Runequest, but my experience of it was always tainted by the Avalon Hill edition, which is just badly written. I could never get my head around that magic system. The second edition, though, is a transitional version that bridges its OD&D roots and the Chaosium BRP system it would become. Here is a version of Runequest I finally get and its magic system is something I finally understand. Unfortunately, it, too, turns away from the Vancian model; however, it presents with a mechanic that makes magic feel really dangerous and could be coupled with a Vancian model. Certain types of spell casters capture spirits and bind them into items in order to help them cast spells. The danger is in the combat to capture the spirit: if the spirit wins, the caster is possessed and the PC becomes an NPC.

This got me thinking about how to incorporate this level of danger into a magic-user class while maintaining a Vancian model and allowing players fuller access to the utility spells that litter the spell lists. Normally, the limiting factors of spell use in FRPGs are one or more of the following:

  • memorization
  • number of spells known
  • power/mana points
  • class level

Of these, the only one that is expressly Vancian is memorization. Therefore, if I am to move towards a magic user that satisfies my desires for an arcane spell caster like the Warlock does but remain true to the idea of Vancian magic, there needs to be a different limiting factor than one presented.

If one assumes that arcane spells are more of a living thing — a kind of semi-sentient energy being — and that spell books and arcane magic are a way of coaxing these beings to do what a spell caster wants, then there is a limiting factor available that is already suggested by the game: money.

The idea here is similar to the way scrolls work: the magic-user spends gold and time on getting the materials necessary to have a spell “in waiting” ready to cast without having to memorize it. Normally, this is relatively expensive (100gp and a day per spell level, for example) and, with some exceptions like Holmes, not an option for 1st level characters.

My thinking here is to couple the gold/time with spells known (as per INT in Holmes) as the primary limiting factor for magic-users. If they would be allowed to bind spells to disposable objects (like runes) for a relatively low price, then they could go into an adventure stocked up with all manner of spells. It would also incentivize adventuring as a primary occupation of magic-users. Right now, I am positing 10gp and about an hour for a 1st level spell. This cost would go up exponentially with spell levels, adding a zero for each level.Thus, a 6th level spell would require 1,000,000 gp worth of materials to bind.

There would also be an option for binding spells permanently to a magic-user. It would work like this: make a saving throw vs. magic and add the magic-user’s CHA bonus and subtract the spell level. If successful, the spell can be cast at-will by the magic-user. Failure, however, means that the magic-user has been possessed by the spell itself and is now a Chaotic spell-casting monster that will be hunted down and killed by Civilization.

The risk involved in binding spells this way could be mitigated by having other magic-users aid in the binding: they get to add their CHA bonuses to the roll. This, then, places a kind of cultural limiting factor on the practice. Whereas a Wizard’s Guild would have little issue binding a Detect Magic spell to a fellow magic-user, they might have something to say about a magic-user who was interested in binding a Lightning Bolt spell. This also implies that there would be magic-users out there that would seek alternative ways to mitigate these bindings in order to gain power. The whole idea of a magic-user just got a whole lot more dangerous: imagine an adventure hook where the Wizard’s Guild has put a bounty on the head of that magic-user who successfully bound his Lightning Bolt spell…

This way, I get my Warlock (bound utility spells) and my Vancian magic (prepared “burn” spells) all in the same class. Thoughts?

Sunday, January 8, 2017

Sorcerer Class for BX/LL

This is a class I created for BX/LL using the Custom Class rules from the ACKS Player’s Companion (which is one of my top five OSR purchases ever). I don’t have any intention of using it in any of my campaigns, although I do like the idea of the class. Rather, this was created in order to give me a reference point for re-imagining Vancian magic and the mechanics behind a BX/LL magic-user, which will be a later post. The Sorcerer works more as a utility spell caster than a combat spell caster.

Sorcerer


Requirements: None
Prime Requisite: CHA
Hit Dice: 1d4
Max Level: 14
Armor Allowed: any; no shields
Weapons Allowed: bows, crossbows, daggers, pole arms, quarterstaff

Sorcerers are natural spell casters who do not memorize spells in the way that magic-users do. Rather, they have a limited number of spells that they can cast with rituals. These rituals take 1 turn and may be used at various intervals depending upon the level of the spell:

  • 1st: at will
  • 2nd: 1/hour
  • 3rd: once per 8 hours
  • 4th: 1/day
  • 5th: 1/week
  • 6th: 1/month

Sorcerers know only a limited number of spells, as shown on the following table:
Level…Spells Known per Spell Level
1st…1
2nd…3
3rd…3…1
4th…4…2
5th…4…2…1
6th…4…3…2
7th…4…3…2…1
8th…4…4…2…2
9th…4…4…2…2…1
10th…4…4…3…2…2
11th…4…4…3…2…2…1
12th…4…4…4…3…2…1
13th…4…4…4…3…3…2
14th…5…4…4…4…3…2
These spells may be chosen by the player, but once chosen they cannot be changed.
Level Progression
1…0
2…1200
3…2400
4…4800
5…9600
6…19,200
7…40,000
8…80,000
9…180,000
10…280,000
11…380,000
12…480,000
13…580,000
14…680,000
Sorcerers fight and save as Thieves.

Friday, January 6, 2017

Why I Don't Like Most Modern Sci-Fi/Fantasy

Or, Why D&D Rocks

So, my last post generated quite a bit of dialogue, all of which I found really interesting and it got me thinking. I don’t watch a lot of American-made TV shows and I have been to see a movie in a movie theater maybe three times in the last decade and barley remember the last time I either wasn’t disappointed or wanted to go back and see the movie I had just seen again. Part of it is that much of the entertainment business in the U.S. (and the English-speaking world) holds me in contempt for my religious views and that contempt is shoved in my face frequently enough that I don’t readily commit a lot of my entertainment dollar or time to their product.

However, I also think that the entire industry suffers from the very same problem that the show The Magicians does: at its core is a postmodern, post-Christian and post-religious world-view. As long as our story-tellers are dedicated to this view of life, the universe and everything then they are incapable of telling good stories.

Let me explain: as did the ancient Greeks, I categorize every story as either a comedy or a tragedy. In other words, the hero succeeds or the hero fails. Comedy or tragedy alone, however, do not make a good, compelling story because comedy and tragedy are simply about how the hero succeeds or fails, not why. The best heroes and villains are broken. Their journey towards success or failure depends upon why they are able to transcend that brokenness or why they cannot.

For example, one of the best movie trilogies to come out in the last decade or so, as far as I am concerned, is the Kung-fu Panda series. In each movie we are presented with a flawed hero (Po) who is a clumsy, nerdy, out-of-shape orphan who does not know who he is. The trilogy is his journey of overcoming his flaws, his preconceptions and his circumstance to become the Dragon Warrior. The why in all of this has to do with love, sacrifice, humility and the ability to understand that each of us does, in fact, have a role larger than ourselves.

The trilogy also presents us with three flawed villains who are the hero of their own story. Each of them has a reason for their villainy, a reason that is relatable and understandable. Should the audience find themselves in the villain’s shoes, they could easily make the same choices.

At the climax of each movie, Po tells each villain how to win. In each case, their own ego and burning desire for revenge prevent them from seeing the truth about who they are and the victory that is within reach.

At the heart of all of this is a world-view where the divine exists. Po overcomes his shortcomings because there is something greater in the world that he can tap into and be transformed by. The villains all fail because they do not have the humility to see the divine in themselves to be transformed. It is their very insistence on doing everything on their own without the divine that spells their doom.

In a world without the divine, Po cannot transcend his flaws. He is doomed to be a clumsy, nerdy, out-of-shape orphan that has no chance of defeating the villains. Without the transformative force of the divine, Po makes a completely unbelievable hero. If Po is to succeed in a world without the divine, he must simply be bigger, badder and better than the villains he faces. There is no transformation. There is no real why. The hero simply succeeds because that is what heroes do.

For an example of this, look no further than Star Wars VII: The Force Awakens. Rey has no flaws. She does not grow. She has no need to transform in order to overcome the challenges and villainy that are placed before her. Before anyone starts complaining that the Force is a type of divinity and she uses the Force in the movie, compare the hero’s journey of Luke Skywalker to Rey. Skywalker was a loser at the beginning of the movie who had to learn about the Force and how to trust in it and allow the Force to flow through him. When he tries to do things on his own, he fails. When he finally internalizes his trust in the Force, he succeeds. Rey never has to do any of that. No one teaches her anything. She just knows. The Force is reduced to being part of why she is bigger, badder and better than the villains she gets to overpower.

There are various ways that post-modern story tellers try to overcome this inherent flaw. They construct these massive mysteries as distractions (who are Rey’s parents? why did Luke run away? what happened to the republic and the empire? who are the First Order? etc.) or make use of cliffhangers or surprises (which character won’t survive this week/this movie?). I won’t deny that these devices can be entertaining; however, once the surprise wears off and the mystery becomes less mysterious there really is no meat or heart to the story.

The timeless stories we tell are timeless because they are transformative. They show us that we can be the hero of our story and that we can be transformed and overcome our own flaws. As a kid who was a loser and a nerd I can totally identify with Po and Luke. I can be like them. I can trust in the divine and through learning about myself and my place in the larger world I can be transformed into something beyond my own expectations and hopes. In contrast, I can’t identify with Rey at all, nor can I ever be like her. She’s a superwoman who can do no wrong. There is no mechanism by which I can be like her.

This is why I love RPGs, especially D&D in all its various iterations. By its very nature, D&D defies a postmodern, post-Christian and post-religious world-view. Not only is the divine assumed because of divine magic and clerics, but every character begins as a loser who must learn to cooperate with others using their own special skills and abilities in order to find out their place in the larger story of the world. The better they get at this, the more they are transformed. They get to go from being 1st level nobodies who are one goblin hit away from being worm food to being 9th level Lords who cleanse the Wilderness of monsters and now protect the land from a stronghold they built.

This is also why I think D&D became so popular and has survived so long. It taps into the transformative, timeless tales human beings have told since the beginning of time. It allows us to be that hero and to find out why we succeed or fail.

Friday, December 30, 2016

Playing with Cosmology (5e and BX)

This past week I have been trying to watch the show The Magicians which is based on the Lev Grossman novel by the same name. If I had to describe it in a sentence, I would say that it is Harry Potter for adults. Unfortunately that isn’t high praise.


While the “ostracized student discovers he/she gets to attend a secret magic school” is a proven concept, The Magicians suffers from many of the giant plot holes Harry Potter does: if there is a giant bad guy who only one or more children/unexperienced magicians are “destined” to take out why the hell do you leave them on their own and keep them in the dark about their role and responsibility in the world!? In both cases, this lack of supervision and information leads the “protagonists” to actually making the situation much, much worse.

I have to admit, however, that as much as I despise the Harry Potter series, at least I don’t feel like I need to take several showers after seeing/reading it like I now feel like I do after trudging through several episodes of The Magicians. The reason is simple: whereas Harry Potter wraps its postmodernism in a fun children’s adventure, The Magicians wears it on its sleeve for everyone to see. This is its great weakness.

I have concurrently been reading The Great Good Thing by one of my favorite authors Andrew Klavan. He doesn’t much show up as an influence in my RPG hobby because his is the genre of crime thriller, but this book is a self-meditation on his journey from being a secular Jew to being baptized. It was an emotional roller coaster for me, because he and I had similar journeys. In it, he expressed an opinion that I found refreshing (if only because I finally found somebody who put into words something that I have been struggling to make cogent for years). Of the Marquis de Sade he says:
Here, at last … was an atheist whose outlook made complete logical sense to me from beginning to end. If there is no God, there is no morality. If there is no morality, the search for pleasure and the avoidance of pain are all in all and we should pillage, rape, and murder as we please. None of this milquetoast atheism that says, “Let’s all do what’s good for society.” Why should I do what’s good for society? What is society to me? None of the elaborate game-theory nonsense where we all benefit by mutual sacrifice and restraint. That only works until no one’s looking; then I’ll get away with what I can. If there is no God, there is no good, and sadistic pornography is scripture.
Several of the protagonists in The Magicians are hedonists and the story makes it very clear that the Christian God doesn’t exist, or if He does He is one of many and He does so for the express purpose of making magic available to the hedonists so they can go on pleasuring themselves and that to be left out of this great gift is to not live life at all.

It is revealed that the big bad guy (known as “The Beast”) is actually a pedophile trying to make his own magical murder/rape/torture world to allow him to explore his particular predilections to their fullest. In a world where God and morality exist, The Beast makes for a really creepy bad guy; however, in a world where God does not, what makes The Beast any better or worse than the hedonistic heroes? By what standard are the heroes right and The Beast wrong?

This got me thinking about a cosmology where magic is real and which institutions would support it and which ones would actively suppress it. I came to the surprising conclusion that the Church would have been to one safe haven for the magicians.

Hear me out: if magic is real, then it is part of creation. If it is part of creation then God, creator of all things, put it here for a purpose. If there is a purpose to magic given by God, then it must be a tool by which we can experience God and fulfill our role in salvation history by edging closer to the Image and Likeness of God that He endowed to us upon our creation. Thus, the church would be THE institution within which magic would be studied, taught and explored.

On the other hand, governments would see magic as a threat to power in the same way they see guns as a threat to power. Government would, of course, use magic to gain and maintain power in the same way they use guns; however, just as they do around the world with guns, magic would be largely illegal in the hands of the average citizen. This pits the Church against the State in a very compelling way (and not unlike the first three centuries of Christianity).

To put this all in context of D&D (especially 2e and beyond) it is the first time I have been able to envision a cosmology where Domains really work in a Christian context. If one were to envision a Christian University founded by monks in order to teach and study magic, there would be various “schools” within the university that would specialize in various types of magic: the Domains.

In such a cosmology, clerics become mages. My favorite curiosity of the retro-clone Delving Deeper starts to make sense:
At 2nd level a cleric acquires a spell book containing his 1st level spells and can thereafter cast a number of spells each day appropriate to his experience level.
This also opens up the possibility of having the Turn Undead ability of clerics being limited to one school and therefore making it possible for other special abilities to take its place. This mechanic is already in place in 5e, where the Channel Divinity ability can be used for different purposes depending on which domain the cleric belongs to.

In context of BX, this can be expressed by any number of special abilities. According to the ACKS Player's Companion, which reverse engineers the BX classes in order to be able to then build your own world-specific BX classes, a cleric can give up Turn Undead in order to get two custom powers at 1st level or more if they are delayed until higher levels. These might include the ability to use magic items only magic-users could use, using spell slots for extra melee damage or gaining access to appropriate spells from the magic-user spell lists.

Such a cosmology is radically different than the Christian Civilization vs. Demonic Wilderness that is the assumed structure of all of my campaigns and doesn’t seem to suggest a campaign where players exist on the fringes of Civilization making the Wilderness safe for everybody else. Rather, it suggests a campaign that takes place right at the center of civilization, in an urban environment where the conflict is not between Civilization and the Wilderness, but between two radically different visions of what Civilization ought to be.

Sunday, December 25, 2016

Christ is Born!


Merry Christmas!

Saturday, December 24, 2016

Playing with Abstraction (5e and BX)

There is an interesting pattern that exists in the way 5e describes armor and the way that BX presents armor. 5e has three categories: Light, Medium and Heavy. BX has Leather, Chain and Plate. Although 5e does have variable Armor Classes to different types of armor within each category, I think it very useful to abstract armor in the way that 5e does for the purposes of hacking 5e ideas into BX.

If one replaces leather, chain and plate with Light, Medium and Heavy armor with the same corresponding AC, it frees players and referees to describe armor anyway that they want to. Traditional D&D (including BX) is largely driven by the martial traditions of medieval and renaissance Europe. Abstracting armor to the broad categories of 5e suddenly allows a very simple way for players to imagine their characters from radically different martial traditions. For example, in my own Lost Colonies campaign, Medium Armor is crafted from the scales of giant fish from the Endless River and Heavy Armor from the chitin of giant insects.

To a limited extent, 5e also suggests a similar abstraction with weapons in context of Monk weapons usable with the Martial Arts feature of that class. 5e doesn’t bother to list nunchaku or kama in their weapon list. Rather, they offer the following advice:
[Y]ou might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in chapter 5.
In other words, use the stats for existing European martial weapons and re-imagine them as a weapon from another martial tradition.

This got me thinking about taking this abstraction to the level of the armor abstraction. In other words, have broad categories of weapons, which are modified by weapon properties in order to provide generic stats to describe whatever kind of weapon the player or referee wants.

5e provides three of these categories: simple weapons, martial weapons and the subclass in each of ranged weapons. Simple weapons can be categorized as weapons that can be made of wood and/or stone. For example: clubs, hand axes, daggers. Martial Weapons are those that require the use of metal. For example, swords, polearms and heavy crossbows.

Each category would then have a base cost, which would be modified by weapon properties. The least expensive simple weapon (the club) in BX costs 3 gp. The least expensive martial weapon (warhammer or short sword) costs 5 gp or 7 gp. The most expensive melee weapon is the two-handed sword at 15 gp. Bows range in price from 25 gp to 40 gp

From this one could abstract weapons in the following ways:

  • Base price of a simple weapon = 3 gp
  • Base price of a martial weapon = 6 gp
  • Each additional property = 3 gp for simple weapons and 6 gp for martial weapons.
  • Ranged weapons have a short range of 10 feet which is doubled for medium range and tripled for long range. Every 10 feet added to the short range costs an extra 5 gp. For example: a short bow has a short range of 50 feet in BX. That would be an extra 40 feet for (4 x 5 gp) 20 gp. Having no other properties and being a simple weapon a short bow would cost 23 gp, which is comparable to the 25 gp cost in BX.

This system creates a set of properties that describe abstract ideas about a weapon which then can be used to create any weapon that a player or referee desires to exist in their campaign world. Since all damage is based on class, this system doesn’t punish players for wanting an exotic (non-sword) weapon.

For example, there are weapons in my Lost Colonies campaign similar to the macahuitl from the Aztec martial tradition. It is a simple weapon, being made of wood and stone, and has the Versatile property being able to be wielded either one-handed or two-handed. Thus, it would cost 6 gp.

The only wrench in this abstraction is the sling. According to this system it would cost 18 gp (3 for being a simple weapon, 15 gp for having a base range of 40 feet). In BX they are the cheapest weapon at 2 gp. If one is willing to include training in the abstraction of a weapon’s cost (because using a military sling isn’t easy) than this still works overall.

In the end, I am willing to live with hiccups like the sling if it gives me the freedom to imagine all kinds of weapons and have a simple way to mechanically describe them and assign a monetary cost to them.

Friday, December 23, 2016

Playing with Weapon Properties (5e and BX)

For years, I have used universal damage dice at my table while playing BX or LL. This decision, however, is not a partisan one as I have explained here. In recent years, I have subscribed to a class-based version of the universal damage die where magic-users use d4, clerics & thieves use d6 and fighters use d8. Anyone who is really familiar with my musings, however, knows that I do have a soft spot for tactical choice in weapons used by PCs. Several times over the years, for example, I have tried (and failed) at making Weapon vs. AC tables where different weapons do better versus different types of armor.

During my musings on combining Holmes with Cook, I took a stab at attaching some tactical choices to weapon variable damage here and here. I have yet to use this particular system at the table, because the siren song of a universal damage die just works for me.

With its various weapon properties, however, 5e may just very well allow me to have my cake and eat it too. The categories in question are as follows:

  • Light weapons can be used in the off hand for two weapon fighting
  • Finesse weapons allow the DEX bonus in place of the STR bonus
  • Thrown weapons may used as either melee or missile weapons
  • Versatile weapons can be used as either a one-handed or two-handed weapons
  • Heavy weapons can’t be used by Small Creatures without disadvantage
  • Reach weapons have an extra 5 ft range
  • Two-Handed weapons require two hands, but do more damage

These properties can be adjusted to affect a class-based universal damage die in BX or LL:

  • Light = 2 attacks per round at half-die damage ea.
  • Thrown = base die damage
  • Two-Handed = next die up damage but automatically lose initiative
  • Versatile = use either as one handed (base damage) or two-handed (next die up damage but lose initiative)
  • Reach = base damage and automatically win initiative on round one, but automatically lose it on subsequent rounds.
  • Heavy = Dwarves and Halflings can’t use these weapons.

Thus, if a battleaxe were to be given the Versatile property as it is in 5e, then a magic-user would be able to do d4 damage normally or d6 damage as a two-handed weapon (and automatically lose initiative). A cleric or thief would do d6/d8 damage and a fighter would do d8/d10 damage.

A Light weapon, such as a dagger, would allow a magic user to attack twice in the same round doing 1d2 with each attack. A cleric or a thief would do 1d3 damage and a fighter d4. This property would only apply to melee combat. Thus, if a dagger were thrown, only one could be thrown in a round and would do d4/d6/d8 damage.

Bows would do normal damage (d4/d6/d8), slings would have the Versatile property and Crossbows would have the Two-Handed property.

Finesse weapons would work exactly like they do in 5e (allow DEX instead of STR if the player so chose).

Thus, there still exists a universal damage die based on class, but each class has a variety of tactical choices when it comes to the weapons they want to use. Given that no one weapon is universally better than every other weapon (as swords are in AD&D), this still allows players to use a wide variety of weapons without being punished for wanting something for purely aesthetic reasons.

Tuesday, December 20, 2016

Playing with Skills and Proficiencies (5e and BX)

Historically, I have never been a big fan of skill systems in RPGs because they tend to describe what a character cannot do rather than what they can. One of the reasons I don’t really mind the skill/proficiency system of 5e is that it really isn’t a skill system. Rather, it helps describe where a character comes from and the areas of expertise that they can bring to the table. Therefore, the system assumes that anyone can try to do anything, but if a character has a skill, they have a better chance at doing a particular thing. Personally, I would go further and say that, as long as a skill isn’t contested by another skill, the only limiting factors in whether or not a character with a relevant skill succeeds are time and money.

In other words, let’s pretend that a character has the skill Artisan. That means that whenever that character sets about creating something, they will succeed. The variables are how much time and money the character wants to put into the project. The less time and money, the lower the quality but the character will always produce the desired item.

For another example, a character with Pick Locks will always succeed in picking a non-magical lock; however, the more complex a lock, the more time it will take to pick. Therefore, one could simply label locks in a dungeon with the number of Wandering Monster checks associated with each. Someone with Pick Locks would be able to understand how long it would take (the number of checks necessary to endure to unlock the lock) and decide whether or not the effort is worth the risk.

I very much like this approach, especially when coupled with the Background system of 5e. It tells a player what their character is capable of doing rather than telling them what their character cannot do. As such, I think it worthy of hacking into BX.

The problem I have with the 5e system, however, is that it is rather unbalanced. INT, WIS and CHA have a disproportionate amount of skills associated with them and CON has no skills at all. BX is, in its own simple way, very elegant and hacking the skills as is from 5e seems a bit too clunky for my tastes. Besides which, there are some skills and tool proficiencies that are redundant (Performance and Musical Instrument, for example) and others that are already hardwired into BX (Perception). Thus, a little rethinking and reorganizing are called for.

For the purposes of this exercise, I’ve arbitrarily decided that each ability score will have three skills associated with it. Some of these associations require a explanation:

STR

  • Athletics (which also includes Acrobatics)
  • Intimidation (Intimidation happens because somebody has enough power to throw around. Normally, this power is pure physical strength. While a small, physically weak person can be intimidating, the power they have is political, economic, etc. In this context, that power would be expressed by experience level.)
  • Investigation (This is a bit of a stretch, but historically the folks who do investigation are fighter types: police, spy, soldier, etc.)

DEX

  • Pick Locks (aka Thieve’s Tools)
  • Sleight of Hand
  • Stealth (which encompasses both Hide is Shadows and Move Silently)

CON

  • Survival (because actually being out in the wilderness is about staying healthy and stamina)
  • Nature (one of the ways 5e describes CON is “vital force” which could be described as something that clues us into the “vital forces” of other living things and the places where they live)
  • Animal Handling (another way the “vital force” can be expressed. In addition, it takes a lot of patience, aka stamina, to train an animal, especially a wild one)

INT

  • Arcana (which includes parts of Religion)
  • History (which also includes parts of Religion)
  • Navigation

WIS

  • Insight
  • Medicine
  • Artisan (because beauty is understood better by that part of the human mind described by WIS than the ability to reason as represented by INT)

CHA

  • Deception (which includes Disguise, Forgery and Gaming)
  • Performance (which Musical Instruments)
  • Persuasion

Characters would end up with four skills: two from their Class and two from their Backgrounds. Right now, I am operating on the assumption that each of the three core classes will have Saving Throw proficiencies in two abilities so that all six are used uniquely by the three classes:

  • Clerics: WIS, CHA
  • Fighters: STR, CON
  • Magic-users: INT, DEX

This becomes important because the two class skills they can choose from are based on the Saving Throw proficiencies. This does have some interesting implications: your average magic-user is more likely to be the party “thief” and the cleric is more likely to be the party “bard” and the fighter to be the “ranger.”

Of course, these tenancies can be completely upturned by choosing a background that flavors the character in a completely different way. This is why I think the Background system of 5e is probably my favorite aspect of the entire game.

Also note: these categories are wide open enough that players can make the argument to accomplish all kinds of tasks with their skills. For example: a player could argue that they could try to track that war party of orcs with either Navigation or Nature. Again, this system is about encouraging players to do stuff, not about telling them what they can’t do.

Monday, December 19, 2016

Playing with Saving Throws (5e and BX)

Now that Jeff Rients has officially released Broodmother Skyfortress under the Lamentations of the Flame Princess ruleset, he is going through and comparing what he (somewhat jokingly) calls the Objectively Best Rules published by TSR (BX) and LotFP. The comparison that really interests me is that on Saving Throws. Like Jeff, I really like the 3e saving throw structure of Fortitude/Reflex/Will, at least on paper. Unfortunately, when applied to actual play it lacks that palpable joy/fear of hearing those wonderful words: “Make a save versus Death Ray!

Now that I have run a 5e campaign for quite a few sessions, I have been meditating on the various aspects of that system I would like to hack back onto the Objectively Best Rules published by TSR. One of the things that I like quite bigly about 5e is the expansion of the Fortitude/Reflex/Will saves to every ability score and the idea that characters get to apply a proficiency bonus to two of these saves. On paper, it takes the simplistic beauty of the 3e save system and makes it more glorious.

Of course, the 5e save system still has the same glaring weakness that the 3e version had: no Death Rays. Unlike 3e, however, there might very well be a fun way to alleviate the problem. Traditionally, D&D has five different categories of saving throws. That is one less than the number of ability scores. Thus, if we can separate out one category to two there will be six different categories of saves that can then be married to the six ability scores so that Death Rays can still wreck havoc at the gaming table.

This is why I find Jeff’s comparison of BX and LotFP saving throws so interesting. I decided to pull out all of the various older versions of D&D and their retro-clones to get a fuller picture of all the glorious ways players have had to make saving throws through the years:

  • 0e: Death Ray & Poison; All Wands including Polymorph and Paralyzation; Stone; Dragon Breath; Staves& Spells
  • Holmes: Spell or Magic Staff; Magic Wand; Death Ray or Poison; Turned to Stone; Dragon Breath
  • BX: Death Ray & Poison; Magic Wands; Paralysis or Turn to Stone; Dragon Breath; Rods, Staves or Spells
  • 1e AD&D: Paralysis, Poison or Death Magic; Petrification or Polymorph; Rod, Staff or Wand; Breath Weapon; Spell
  • LL: Breath Attacks; Poison or Death; Petrify or Paralyze; Wands; Spells or Spell-like Devices
  • ACKS: Petrification & Paralysis; Poison & Death; Blast & Breath; Staffs & Wands; Spells
  • Delving Deeper: Poison; Paralysis or Petrification; Wands or Rays; Breath Weapon; Spells
  • LotFP: Paralyze; Poison; Breath; Device; Magic
  • S&W: Paralysis; Poison; Fire; Spells; Wands; Staffs; Magic

I realize S&W systemically only has one Save, the categories listed are implied by the bonuses various classes and races get to that one saving throw for certain situations.

This is surprisingly diverse (even among the original TSR stuff!). Some of my favorites: Death Ray, Death Magic (as opposed to Spells or just pain Magic), Devices (as opposed to Staff, Wand, etc.), Blast (as a companion to Dragon Breath), Fire and Stone (which has a lot more flexibility than Petrification). It also seems that Polymorph was a whole lot more important in the Gygax editions than other ones. I also have to say that Dragon Breath just sounds cooler than Breath Weapon. I realize that the game has a lot of non-dragon creatures that breath nastiness, but “Breath Weapon” does conjure up visions of a Listerine ad.

So, onto the business at hand — assigning categories to ability scores:

  • Strength: Stone & Paralysis (because it just feels right to muscle through a ghoul’s touch)
  • Dexterity: Blast & Dragon Breath (because this is something that has to be dodged)
  • Constitution: Poison (because endurance seems to be the most appropriate way to tough through a spider bite)
  • Intelligence: Devices (because these things can be figured out logically, yes?)
  • Wisdom: Spells (because this is the traditional ability score for saves vs. spells as in BX)
  • Charisma: Death Magic, Death Ray & Death (because the root of the word charisma means gift, as in the gift of life given by God)

There you have it. Death Rays are back in business!

Friday, December 16, 2016

Gamer ADD: Monster Manual II Part 11

Stocking the "Dungeon"

As I did for my similar meditation on the Fiend Folio, I wanted to find a map of a dungeon to stock using the Wandering Monster Tables I produced using monsters from the MMII. As before, I went to the maps of Dyson Logos to see if anything there inspired. I did not find any "dungeon" that satisfied, mainly because the idea of a dungeon, in a traditional D&D sense, isn't really something that an MMII-based Basic D&D automatically assumes. Most of the monsters therein are outdoor creatures that wouldn't be found crawling through the corridors of a long-lost dwarven mine.

I did, however, find these two maps here and here. I fiddled with them in order to make an odd looking two story manor that one might find out in the wilderness of an MMII-based Basic D&D world:

As before, I used the table provided by Holmes that randomly determines which WMT (1st through 3rd) to use so that I could take advantage of all three WMTs I produced with MMII monsters. Here are the results with some initial thoughts in parenthesis:

Rooms 1-13 are Empty
Rooms 14-15 have Unguarded Treasure
Rooms 16-21 have Specials
Rooms 22-26 have Traps
Rooms 27-28 have Treasure guarded by Traps
Rooms with Monsters sans Treasure:
29. Gripple (a prisoner?)
30. Pedipalp (charmed as some kind of guard?)
31. Vulchling
32. Footpad
33. Seer
Rooms with Monsters guarding Treasure:
34. Animal Skeleton (a servant of the Seer?)
35. Footpad
36. Constrictor Snake
37. Veteran
38. Vulchling
39. Scorpion (a kind of watchdog for the Footpad in Room 35?)
40. Hargin Elemental (summoned to guard the Footpad/Vulchling gang's hoard?)

This has shaped up to be a hideout of a gang of Thieves that employs Vulchlings, human Fighters and a Magic-user. The leader seems to have figured out a way to train giant insects and they have a beef with the local fey.

And for those of you who want a version of the map I made for this post sans numbers here it is: