Thursday, August 20, 2009

Happy Birthday to H.P. Lovecraft

James over at Grognardia reminded me that today is H.P. Lovecraft's birthday. If you couldn't already tell by the quote over on the right side of this page and the use of Lovecraftian images and quotes in my adventures and worlds, I am a big Lovecraft fan. Much as he has influenced science fiction and fantasy through the quiet background noise of the desolation he depicted in his writings, he has influenced the way I game. Chaos and evil have always passively or explicitly used Lovecraftian imagery in my worlds.

The irony is that I have a much deeper appreciation for Lovecraft and his world-view (with its belief that humanity and their works are, in the great scheme of things, insignificant) now, as a Christian, than I ever did when I first read his work and fell in love with it. The reason is simple: I agree with HPL and he illustrates it in a way that makes the reality of it truly horrifying.

I beseech you, my child, to look at heaven and earth and see everything in them, and know that God made them out of nothing; so also He made the race of man in this way. — 2 Maccabees 7:28

The grand sum total of everything humanity has ever done or will ever do sans God is nothing. I was personally confronted with this reality while wandering around Castle Siklos in southern Hungary on an overcast October day during the Yugoslavian Civil War. Just south of me, the Croatian stronghold of Osijek was under siege by Serbian forces. I felt the shock wave of each artillery shell rip through my gut and shatter my heart. In a world without God, all that remains is the endless struggle for power, at the of which is that black nothingness of a forgotten death. The typical response of an HPL character to such a reality — mind crushing despair — actually seems reasonable. Any one who actually has the fortitude to stand up in the face of this chaos truly is a hero.

Into this mess— this bleak, meaningless exercise in futility — came a babe who 33 years later would boldly march to Golgotha with a cross on His back. Willingly, He embraced the nothingness that is death. In so doing, He brought life, light and hope to those in darkness. He went to the very depths of where evil lay, looked the devil in the eye and said not here, not today. He snatched our very being from the jaws of absolute nothing and took us back with Him as a highly-valued treasure and presented us to His Father.

This is why I love the metaphor of delving into the depths of a megadungeon to face off against some vile spawn of chaos to steal away treasures to further the fight against forces of evil. This is why I love HPL so much. His imagery truly captures the utter terror and mind-dumbing despair of a world without God. Standing up to that horror and surviving to fight another day — that's a perfect expression of the hope I have in Christ.

Happy Birthday HPL.

Wednesday, August 19, 2009

Lost Colonies Session 1

This experiment began because there were only three players available from a 3.5 campaign that had to take a week off due to obligations of the other players. The three that remained were willing to give Labyrinth Lord a try. Fortunately, they enjoyed it enough to make a campaign of it. The initial party of three consisted of two brothers — Deacon Guran the Cleric and Hamlen the Fighter — whose father was a local farmer, and Turgan the Magic User, who travelled into the wilds from the City (which, as of yet, has no formal name) in order to find adventure. 

Between the three they knew of four rumors about potential adventure in the area. To the northeast there is a place called Redwraith that has a persistent undead problem. Directly south is a jungle that is known to contain giant insects. Southeast is an abandoned monastery that has recently been occupied by orcs. Also to the southeast, a few days travel beyond the monastery, is a fort called Longwood. It has recently been victimized by attacks from the air.

Of these, the monastery seemed the most attractive. The group equipped themselves, embracing non-metallic weapons and armor in order to avoid the price hike for things like swords and chainmail. Despite encouragement by the referee, they did not try to find any hirelings or henchmen. Instead, they bought a pair of dogs. 

The monastery itself is a fortified structure on top of a stone pillar a couple of hundred feet tall. Three cave openings dot the large column of rock and there is a large stairway that winds up to the main entrance of the fortifications. A large hill sits opposite the monastery. There appears to be a large door that leads into the hill. The only access to this seems to be a causeway from the fortifications. The hill around the door has been hewn away to almost vertical, making any climb up hazardous. Beneath it are the ruins of a town — the only structures that remain are the ruins of two towers, the gate house and a church. The party was quite wary of the fortifications and decided to busy themselves with the ruins beneath.

They found the gatehouse and one of the towers unoccupied. The other tower was clogged with webbing, which they wisely decided to leave alone. Finally, they entered the ruined church. Inside, they found several orcs and a secret door behind a statue of St. Nesoran, to whom the church was dedicated. After routing the orcs, they discovered that the secret door led to a sacristy and some stairs down behind a locked door. Of note, the secret door could only be opened from the inside using Deacon Guran's holy symbol.

The stairs led to some catacombs. Within they found a fount with blessed waters capable of healing wounds once a day when placed on the wound. Drinking it just quenched thirst. They also found a section dominated by giant rats. This encounter proved to be short and bloody. Both dogs died, Deacon Guran contracted a nasty disease and the party was forced to retreat.

After getting proper medical treatment, the party hired on a local hunter named Guy. Returning to the catacombs, they avoided the rat infestation and stumbled upon a sub level guarded by a living statue labeled "St. Gabriel the Guardian." Remembering the secret door, Deacon Guran flashed his holy symbol and the statue let them pass. 

Beyond, they found a number of frogmen and giant frogs occupying a series of natural caves. They experimented with fire and oil, with mixed and often hilarious results. They managed to secure an obsidian statuette of a humanoid with a tentacled face before they had to beat a hasty retreat in the face of overwhelming numbers when a few well-placed shriekers were set off, but not before Harmen's beloved spiked club was swallowed by one of the giant frogs. Harmen was determined to return and gut the creature to retrieve his favorite weapon.

I only give experience for treasure spent, so the characters quickly went about trying to sell the statuette. They struck up a good relationship with the local alchemist Alidor, who, while being a bit absent minded, is interested in strange artifacts and various ingredients one might glean from the denizens of a dungeon. They managed to barter for some potions and offered to bring back various potential ingredients, to which Alidor happily agreed. The brothers ended the evening's play by purchasing a new stud horse for their father's farm.

This is an example of a consequence of exerience for treasure spent — players must find things for their characters to spend their money on. This process is easier to accomplish when the players find financial goals for their characters to try and accomplish — in this case, getting more potions and helping with their father's farm. It should be noted that this really only works in an environment where the players are free to drive the campaign in directions that they choose. In an environment where the story arc of the campaign is thrust upon the characters, character goals become largely irrelevant and the experience for treasure spent loses much of its luster.

Tuesday, August 18, 2009

Lost Colonies Campaign

Recently, I have been running a Labyrinth Lord campaign with a group who primarily were introduced to D&D through 3rd edition. It has been an exercise in impromptu refereeing, on my part. I did not know what to expect, as far as a continuing campaign. As a result, I re-purposed a bunch of maps — I did not want to spend a lot of prep time on a campaign that might not last and part of me wanted to experiment with the concept. In fact, I have yet to use a map specifically created for this campaign. Interestingly, this has not hampered anyone's enjoyment of the game, and, as far as I am concerned, I've actually had more fun than I usually do as a referee.

For the curious, I am using a Judges Guild map for the campaign world, recast as a wilderness with the last vestiges of several colonies established by an empire that collapsed over a generation ago. The players began their careers in a town named after the fortress that protects it — Headwaters. It is the last stronghold of civilization, surrounded by a wilderness ruled by beings of Chaos. I placed several potential adventures, dungeons and megadungeons on the map, created a classic rumor table and had the players roll to see what their characters knew. After that, it was entirely up to them as to what they did — something they have come to really appreciate.

The area is sub-tropical and metal poor. This has put a premium on all things metallic and forced the players to be creative about how they equip their characters. More on that later. I've thoroughly enjoyed James' synopsis of his Dwimmermount campaign. In a similar vein, with an eye towards observing how 3.5 players adapt to old school play, I plan to write up my own synopsis of what I'll call the Lost Colonies campaign. Enjoy.

Thursday, August 13, 2009

I Have the Power!

One of the perks of being a father of young children is that I get an excuse to watch a lot of cartoons. I particularly enjoy sharing with my kids the cartoons I grew up watching. It is a fascinating experience full of surprises. For example, I enjoy the original series of Johnny Quest more as an adult than I did as a kid and my eldest daughter is a big fan of Thundarr the Barbarian, of all things. The is one show, however, that held no surprise for me at all — He-Man: Masters of the Universe.

My children have shown very little interest in He-Man, and I have never much liked the show myself. One of the main reasons for my dislike is that I was acutely aware that the He-Man cartoons were 30 minute commercials for actions figures.

He-Man toys first appeared in 1981. The Filmation cartoon didn't air until 1983. In other words, the He-Man cartoon was one of the first instances that I am aware of that created a TV show based on a Toy instead of the other way around. This particular arrangement bothered me quite a lot. I had never shown much interest in action figures based on movies or TV shows. Even my love for the Star Wars movies never really materialized in much of a collection of Star Wars toys. I never felt free to play with the toys as I wished to play with them. Luke Skywalker was always going to be Luke. I couldn't imagine allowing myself to do anything else.

He-Man took this to a whole new level. Making a TV show based on a toy sent a message: this is how you play with these toys. Looking back, I find it fascinating that the original back-story for He-Man, prior to the advent of the TV show, sounded like a great sandbox campaign:

He-Man is a barbarian from an Eternian tribe. The planet's inhabitants are dealing with the aftermath of the Great Wars, which devastated the civilizations that once ruled supreme over all lesser beings. The Wars left behind advanced machinery and weaponry known only to select people. — Wikipedia

By creating the detailed story lines of the TV show, this evocative description, and the endless possibilities were, for all practices purposes, destroyed. Anyone playing with the He-Man toys would expect to play the TV show, and nothing else. He-Man marks the moment in my life when I became disillusioned by marketing. It also marks a shift in the culture of RPGs.

The Dungeons & Dragons cartoon came out in 1983. Dragonlance first appeared in 1984. The way that D&D was being marketed sent a message: this is the way you play the game.

In retrospect, the mid-eighties marked a time when I wandered away from D&D as my main RPG. In the heady days from 1979-1981, I bought everything I could associated with D&D. Starting in 1983/1984 I can count the number of TSR products I bought on one hand. If I couldn't be free to play the game the way I wanted, I wasn't going to play. Eventually I did fall in with a group that primarily felt the same way. We never played Greyhawk, let alone Forgotten Realms and all the other settings that came out in the coming years. Not only do I think that our game didn't suffer from it, but I think our game was better for it.

In Christianity, there is a reason why the Eucharist is bread and wine. God has given us wheat and grapes. We take these gifts, rework them, recreate them and then give them back to God. We are expected to be co-creators with God:

God formed out of the ground all the wild animals of the field and all the birds of the heaven, and brought them to Adam to see what he would call them. Thus whatever Adam called each living creature, that was its name. — Genesis 2:19

Thus, when we are given a game or a toy — something with which we are supposed to creative — and then told that there is only one way to play with it is antithetical to what it means to be human. This is why I've always made my own worlds and why I've never done anything with published game-settings other than read them to mine them for ideas to use in my own game worlds.

Thursday, August 6, 2009

Life Isn't Fair: Lessons from V&V and White Wolf

And Jesus looked up and saw the rich putting their gifts into the treasury, and He saw also a certain poor widow putting in two mites. So He said, "Truly I say to you that this poor widow has put in more than all; for all these out of their abundance have put in offerings for God, but she out of her poverty put in all the livelihood that she had" (Luke 21:1-4; Mark 12:41-44).

One of the problems with scientific objectivism is that when applied to statements like "all men are created equal" it has a very difficult time justifying them. Objectively a quadraplegic is not equal to an NFL football player. Life isn't fair. We do not all begin life with the same hand of cards; however, in context of Christ, it is not the hand we are dealt, but rather the way we play the hand that matters. In the eyes of God, the poor widow played brilliantly with a very bad hand; whereas the rich played very poorly with fabulous hands. In other words, being a great human being is not dependent upon having having a bunch of gifts handed to us on a silver platter. Doing the best we can with what gifts we have — playing the hand of cards as best as we can — is what makes us great. In my own experience, this has been reflected in my gaming, none more so than with Villains and Vigilantes and Mage: the Ascension.

Like many gamers, I played a lot of White Wolf in the 90s. I played several campaigns and though I enjoyed them and the company of those I played with, none of them ever really inspired me until my GM pulled a fast one on us during a Mage campaign. He wanted us to have an appreciation for the motivations and situations of our enemies. Thus, during the second session of our campaign, he handed us the character sheets of the party of Technologists who were trying to deal with the same situation our original characters were. We spent the whole session playing our own adversaries.

We all screamed and complained and threw a fit — it just wasn't fair. We'd spent all that time creating our characters and now we weren't allowed to play them. Here's the rub: we all had more fun playing the Technologists than we did playing our own characters. We more easily got into character, we were more creative with our powers, and things just seemed to click. When we had to go back to playing those characters we thought we wanted to play, and so laboriously poured over using a point-based system, everything fell flat. We stopped gelling, our creativity tanked, and our characters no longer felt right. We actually began to look forward to playing the characters imposed upon us by our GM. The characters we made for ourselves were like the rich giving to the temple — we had everything we wanted in our characters. When confronted with characters we didn't want, we had nothing to lose, and everything to gain. By pushing ourselves beyond the character, to try and find fun despite the character, we gained much more than having the characters we thought we wanted.

Over the years, I've played a lot of Champions, probably more so than any other RPG other than D&D; however, it isn't my favorite superhero RPG. That distinction goes to Villains and Vigilantes. I just can't begin to explain how much I love all those random tables I get to use during character creation. I can never get the character I want using those tables, but I can tell you that the best super hero characters I ever played were a result of those tables (I even used them for my Champions games). Being dealt an odd hand always forced me to be a better player, to be creative with the hand I was dealt, and it always seemed to create a better gaming experience than I ever got with a point build.

This is why I am very comfortable (and even prefer) rolling for stats, and rolling for them in order. If a game doesn't have some kind of random character generation system, I'm not really all that interested. Give me the randomly generated gonzo mutant weirdo over the well constructed point built character any day. The gonzo mutant weirdo will push me as a player, push my creativity, and push the game into directions hitherto untold and unexplored. The end result is a better game, because that game will be a lot more fun.

Saturday, August 1, 2009

Magic Item: Mask of Cyn

Mask of Cyn

These powerful artifacts are a result of the war between the Sons of Cyn and the Brain Lashers (see Mutant Future). They are metallic masks that cover the entire head, each portraying an expression corresponding to the sin they represent. Once put on, it can only be taken off with Remove Curse spell. Once worn, the user is immune to the mental powers of the Brain Lasher and the Brain Lasher cannot eat the wearer's brain. There are six types of masks. Each type corresponds to a particular characteristic and sin:

Strength (Wrath): Shocking Grasp 3/day for 3d6 damage

Intelligence (Pride): Mind Thrust. Range 50' damage 1,2 or 3d6. Power must recharge for one round per d6 used in the last attack. Please note: anyone wearing a Mask of Cyn gets a save vs. spell to negate this damage.

Wisdom (Avarice/Gluttony): Mental Phantasm. The user is capable of creating a realistic, illusory environment in the mind of another conscious creature. These visions are realistic to all senses but touch. Once the target tries to make physical contact with any element of the phantasm it dissolves into reality.

Dexterity (Despair): Haste 3/day. This only affects the user who must rest for double the duration of the spell or suffer damage equal to half her HP.

Constitution (Weakness): Body Adjustment. The user can heal all of their HP once every 24 hours. In addition, if in a life or death situation the user can double their STR, DEX and CON. This latter power can be used 1d4 times per week.

Charisma (Lust): Charm Person 3/day.

When the mask is first put on, a type of contest of wills begins. The character must make a save vs. spells. If the character saves, the mask is inert and functions as a great helm (though it still can only be removed with a Remove Curse spell). If the character fails, the mask activates and lets the character know all the powers of the mask and how to use it. Once the mask is active, the character must make a save vs. spells in order to subject themselves to the Remove Curse spell to remove the mask. A failed save means the character refuses to take the mask off. Any time the character is in a situation that would warrant the use of the helmet (or whenever the player voices the desire to use it) the character must make a save vs. spell. If the save fails, the character either activates the mask (if it was inert) or must use the power of the mask (if active).

Every time the power of the mask is used, the character must make a save vs. spells. If the save fails, the characteristic associated with the mask is reduced by 1. The next time the power of the mask is used, the characteristic goes back to its original score; however, the next time the save is failed, the score is reduced by the number of times the save has been failed. Thus a character with a STR of 15 who has failed the save for the third time now has a STR of 12. Once the characteristic is reduced to 0 the contest of wills is over and the mask takes control. The character is now an NPC and handed over to the Referee.

If the mask is removed after any characteristic loss, that loss is permanent until a Remove Curse spell is cast for each characteristic point lost.

Active masks will fill characters with visions of a great civilization from some lost past. The characters will be compelled to rebuild/recover this civilization primarily using the sin associated with the mask.

Monster: Sons of Cyn

Sons of Cyn

Armor Class: Variable
Hit Dice: Variable
Attacks: Variable
Saving Throw: Variable
Special: Mask of Cyn
Move: Variable
Morale: 10
Challenge Level/XP: Variable

Somewhere in the distant past the Brain Lashers (see Mutant Future) conquered a race of evil humans and enslaved them. Bread for food and a cheap workforce, over time and exposure to the pure chaos that fueled the Brain Lasher's machines, the humans mutated. Today they appear as emanciated albinos wearing metallic masks that cover the whole head. Underneath their masks, they have long, gaunt features and pointed ears. Given that many of their masks are identical, they sport individualizing tatoos. Over the centuries of their enslavement, they cultivated a deep resentment and kept alive myths of their great and glorious past before the coming of the Brain Lashers. For centuries they could not summon up sufficient strength to free themselves. Gradually, in secret, they developed magics that could counter the Brain Lashers power over them. Finally, under the leadership of a man named Cyn, they rebelled against their captors. After a long and bloody struggle, they succeeded in gaining their freedom; however, the very magic that allowed them to break from their yoke drove them insane. The unity they forged under the leadership of Cyn was shattered. In the chaos of the infighting, Cyn himself disappeared.

Currently, there are six factions who all claim to be the true Sons of Cyn: Cynthimos, Cynpothos, Cynlypi, Cynadunami, Cynperifani, Cynaplusti. As each faction tries to build its version of the race's glorious past, they wage war and make tenuous treaties with each other and with the Brain Lashers. Normally, these vicious and violent conflicts occur deep within the earth. Occasionally, however, they do spill out onto the surface. Death and destruction always follow.

The masks that the Sons of Cyn wear are called Masks of Syn. They make the wearer immune to the mental attacks of the Brain Lasher and make it impossible for them to feed on the wearer's brain. Each faction wears its own version of the mask, each of which grants the wearer one of the following powers:

Cynthimos: Shocking Grasp 3/day for 3d6 damage

Cynpothos: Charm Person 3/day.

Cynlypi: Haste 3/day. This only affects the user who must rest for double the duration of the spell or suffer damage equal to half her HP.

Cynadunami: Body Adjustment. The user can heal all of their HP once every 24 hours. In addition, if in a life or death situation the user can double their STR, DEX and CON. This latter power can be used 1d4 times per week.

Cynperifani: Mind Thrust. Range 50' damage 1,2 or 3d6. Power must recharge for one round per d6 used in the last attack. Please note: anyone wearing a Mask of Cyn get a save vs. spell to negate this damage.

Cynaplusti: Mental Phantasm. The user is capable of creating a realistic, illusory environment in the mind of another conscious creature. These visions are realistic to all senses but touch. Once the target tries to make physical contact with any element of the phantasm it dissolves into reality.

Each faction is ruled by an undying wizard-king and can be distinguished by both their masks and their dress. Sons of Cyn will rarely be encountered outside their lair in parties greater than 4. A typical party consists of two trainees (1st or 2nd level fighter or magic user) one fighter of level 3-5 and a leader who functions as a 5th level elf. Sons of Cyn have normal human chances for possession of magic items.

Thursday, July 30, 2009

Freedom

Norbert of Rettungswurf gegen Komplexität recently said of my post on AAC vs DAC:

Being an ordained minister, I'm really curious on why and how you equate any Christian faith with freedom... doesn't it say "Thy [God's] will be done"?


Human freedom, as a foundation upon which the Christian world-view is built, comes out of the image and likness with which God created us (Gen 1:26). Thus, we are in His image and are capable of being like Him. God is ultimately free — He freely created the world, He freely gave us His image and likeness, He freely gave us His Covenants and freely gave us His Only-Begotten Son who freely went to the Cross. There is nothing that compelled Him against His will to do any of these things. As such, we must be free because we are in His image and likeness. This is why He allows us the freedom to accept or reject Him. Any kind of coercion on His part, whether by arbitrarily destroying evil in the world or through any kind of predestination, would destroy His image and likeness in His creation. Without freedom, we cease to be human — we cease to be the image and likeness of God.

When we say "Thy will be done" we are freely choosing to make the Lord's Prayer our own and to orient our lives toward God. We are freely choosing to be the unique and unrepeatable person we are supposed to be — a friend of God. We freely choose the ultimate, unending, inexhaustible and ineffable wisdom and love of God over and above the fallen world.

In terms of RPGs, I choose to allow Christ into my gaming and try to game in a way that expresses my faith in Him. I find doing so much easier when the system I play allows for the freedom to play the game in any number of ways. There is no single true way to play our hobby, nor is there ever going to be the perfect system. One of the main reasons for this is because of us. As human beings we all bring something unique to the table. As such, every gaming table is unique. This is not something that is detrimental, it is something to be celebrated.

As a result, I find any mechanic that removes this humanity — this uniqueness — takes something away from my game. This is why I choose to play the way I do — using systems that not only allow, but encourage players to go their own unique way.

Dungeon Below Map Level 1A

This is a map of one of the sections of the first level of the Dungeon Below. It is accessible from the Tombs in the Southern Ruins. In writing up room descriptions, I have kept things to a minimum in order to allow more freedom and creativity on the part of anyone wishing to use this material. As such, I have followed Moldvay's suggestions on stocking a dungeon. Prior to the room descriptions are encounter tables. These can be used to stock this level and as wondering monster tables.


Monster Table

1-2 Humanoid
3 Vermin
4 Animal
5 Undead
6 Bottom Feeder

Humanoid Subtable

1-2 Xeraphi (1-6)
3 Xeraphi (2-8)
4 Xeraphi Necromancer + Sketelons (2-4)
5 Kouphasa (1-6)
6 Chiata (1-3)

Vermin Subtable

1 Giant Rats
2 Giant Ticks
3 Huge Spider
4 Large Spider
5 Fire Beetles
6 Giant Centipedes

Animal Subtable

1-3 Hyenas (1-4)
4-5 Hyenas (2-6)
6 Badgers

Undead Subtable

1-2 Skeletons
3-4 Zombies
5 Ghouls
6 Ghast

Bottom Feeder Subtable

1-2 Green Slime
3-4 Grey Ooze
5-6 Carcass Crawler

Rooms

1. Guardroom. Hyenas (4)
2. Tombs. Zombies (10)
3. Guardroom. Xeraphi (2)
4. Guardroom. Xeraphi (2)
16. Failed Experiments. This room is filled with bodies and body parts that did not or only partially animated during the experiments the Necromancer from Room 30 has been conducting. At any time there are 2d6 partially animated experiments here. Treat each as a 1/2 HD zombie with a 1 in 4 chance of having a Mark of Chaos.
16a. Treasure
25. Guardroom. Xeraphi (4)
26. Guardroom. Hyenas (4)
27. Tombs/Storeroom. This room is full of dead bodies ready for experimentation. Treasure.
28. Guardroom. Xeraphi (4)
29. Necromancer's Quarters. Treasure.
30. Necromancer's Lab. In addition to being able to summon 1d3-1 Skeletons per round, the Necromancer has the following spells: Protection from Good, Shield and Mirror Image.
30a. This is a large cauldron with carved runes glowing with a malevolent red light. Within is a black ooze. Bodies placed within the cauldron will animate fully on a 1 or partially on a 2 when rolling a d4. These animations act as zombies, but are imbued with the black ooze. As a result they each having the following Marks of Chaos:
+1d4 HD
Wound caused by the creatures cannot be healed magically
Anyone killed by the creature will rise as a "black ooze zombie" in d6 rounds.

Thursday, July 16, 2009

AAC vs DAC

There was quite a hubbub over at Grognardia yesterday about Descending AC vs. Ascending AC. I find it fascinating that such a small thing can result in such an explosion of emotion and words. The reason for this, I believe, is that underlying this debate is the much greater issue of the universal mechanic, of which AAC is a part and which DAC flies in the face of.


If I am really honest with myself, I have to admit that the universal d20 mechanic of 3rd Edition is awfully attractive. In concept, it is elegant, it appeals to my love of patterns and it is so darn pretty. This beauty, however, does come with consequences.


By implication, a universal mechanic should be able to handle any and all situations that come up during play — whether or not the use of the mechanic is appropriate or even necessary. A natural assumption that arises out of this ability to handle every thing in play, is the belief that the mechanic should handle every thing in play. In fact, if your goal is to run tournaments that are fair — that reduce the human element to a minimum so that the system practically runs itself — this is even desirable. The die roll is left to handle everything.


I believe those of us who prefer DAC (which I do, for a variety of geeky reasons, including weapon vs. AC tables), tend to read more into AAC than a math equation. It reminds me vb of the universal mechanic that has not only successfully reduced the human element of the game, but has also reduced the amount of freedom and creativity in the game. Using the universal mechanic reduces the freedom of the DM to arbitrarily make a ruling based on a d8 or a d12. Using the universal mechanic reduces the freedom of players to role play, to try to solve problems creatively, and to act and think outside the box — because to go outside the box means to go outside the mechanic, which is designed to handle everything.


As a Christian, one of the the things I value most is human freedom. It is one of the foundations upon which the whole Christian world-view is built. Without it, my faith means nothing. As such, I prefer the older versions of the game, because they better express human freedom in their game play. It also means that I value the ability for everyone to choose their own path; however, I also encourage everyone to understand the consequences of their choice. Have I played 3rd edition? Yes. Do I enjoy it as much as I enjoy playing older editions of the game? No. I find the free-flowing creativity that results from a deliciously non-universal mechanic to be a lot more enjoyable — in many ways because I'm making it up as I go along.


At the end of the day, the choice to use AAC or DAC is loaded with far more than a simple math equation. To choose DAC clearly states that one rejects a universal mechanic and embraces the freedom that comes from the older styles of play. And, as we saw yesterday, those who make that choice can be quite emotional and vocal about it.

Friday, July 10, 2009

More Maps

These are maps of the tombs, the tower and the gatehouse found in the Southern Ruins.



Gatehouse


G.1 Both doors in this room are locked, wooden and reinforced gates. The gate on the eastern side is also sealed shut. Even if the gate is unlocked, it will not open without knocking the gate down. If care is not taken, anyone knocking the gate in will find themselves on the other side of the gate where there is a 20 foot spiked pit. At one time there was a ramp that spanned the pit, but that has long since rotted away. Anyone who wishes to get past the pit will have to rig some kind of bridge or climb the steep rock face on either side of the pit.
G.2 Sleeping Area. A total of 8-12 Chiata will be in the Gatehouse at any given time. Half of them will be in this room sleeping.
G.3 Guardroom. 1 or 2 Chiata will be here at any given time. They are armed with crossbows and one will be a shadow caster with Darkness 30' radius which they will cast the moment any combat appears likely. This will make targeting the Chiata from outside the gatehouse extremely difficult. Note: this spell will affect the adjacent room G.4 as well.
G.4 Guardroom. 1 Chiata armed with a crossbow is here at any given time.
G.5 The stairs go down to Room 1 on Map Level 1C.

Tower


Please note: Tower Level 1 is the ground level.
T.1 The exterior door is unlocked and recessed into the wall, creating a small ledge large enough to ge a toe hold. The ledge is a pressure plate that arms a trap triggered when the door is opened. A springloaded blade will cut across the opening in front of the door, dislodging or cutting any climbing devise attached to the ledge. Anyone in the doorway must make two saves. One to reduce the d8 damage of the blade in half, the other to avoid being knocked off the ledge.
T.5 This room is open to the sky. The parapets around the room are about 4 feet high. Off towards the north, just over the hills, a strange energy can be seen. It is barely visible during the day, especially the noon hours. However, at night it is impossible to miss. In the middle of the room is a giant glass lens held fast on a stand so that it faces the energy field. Carved into the interior of the lens is the visage of a tentacled flying eye. The stand is fixed to the floor and lens weighs far more than it ought to. The whole area radiates magic. At sunset (and/or any other predetermined or random times the Referee sees fit), the lens somehow focuses the energy field in the north to spot on the southern side of the room. Anyone standing within that beam must make a save or take 2d6 points of damage. A successful save results in a mutation. This can either be determined randomly (using tables from Mutant Future) or by Referee fiat.
T.8 The stairs lead down to Room 24 on Map Level 1B. The stairs are protected by an illusion. Instead of stairs, there appears to be a solid floor and at the end of the room there appears to be a niche in the wall containing a golden statue of some cthuloid being. Anyone who moves forward toward the statue will fall into Room 24 below, which is protected by a permanent Silence spell.
The rest of the rooms I leave for the Referee to leave empty or fill with whatever they desire.

Tomb 1


1.1 Trash Heap. This room is filled with refuse. The Xeraphi who occupy the tombs use this to dispose of their waste.
1.1a Grafitti. Carved into the wall of this alcove are the words: Yog-Sothoth knows the gate. Yog-Sothoth is the gate. Yog-Sothoth is the key and guardian of the gate.
1.2 Ooze Lair. A pool of Grey Ooze has been lured here by the refuse that the Xeraphi deposit in 1.1.

Tomb 2


2.1 Guard Room. A pair of Hyenas guard this area.
2.2 Sleeping area. Up to twelve Xeraphi will be sleeping or resting here.

Tomb 3


3.1 Guard Room. Four Hyenas guard this area.
3.2 Lieutenant's Room. The lieutenant of the Xeraphi war band sleeps here. He has four Skeletons as bodyguards.
3.2a Treasure. Three locked chests containing a total of 3487 cp and 589 sp and 62 gp has been shoved into this alcove. Two Zombies stand guard and will attack anyone besides the chief who touches the chests.

Tomb 4


4.1 Entry.
4.2 Guard Room. Four Xeraphi will ambush adventurers entering 4.1.
4.3 Zombie Room. A pair of Zombies await in the alcoves to attack any one other than the Necromancer.
4.4 Necromancer's Lair. The Xeraphi Necromancer (3HD) can summon 1d4-1 Skeletons per round. She also has a scroll with Protection from Good and Curse.
4.4a There is an obsidian statue of a clawed humanoid with a multi-eyed, tentacled head. Six 50 gp gems are stored in a secret compartment inside the statue.
4.5 Stairs. The stairs go down to Room 1 of Level 1A.
4.5a A pair of Skeletons stand guard.
4.5b A Zombie rings a gong when adventures enter this room, warning those at the bottom of the stair.

Wednesday, July 8, 2009

The Feast of St. Prokopios

A couple of summers ago, I went to Mt. Athos — a peninsula in northern Greece that is home to a score of monasteries and several sketes. At the very first monastery I visited, one of the very first icons I encountered was a soldier saint named Prokopios. Armed with sword and shield and clad in mail, I found myself captivated and wondering who this guy was.  As I visited other monasteries and worshipped in several chapels, it seemed that I always ended up next to an icon of St. Prokopios. He became a familiar face and I ended up considering him a friend. When I came off the mountain, I vowed read his story and found out that he was a martyr.


In our modern era, the word martyr is closely associated with people who die for their faith. We forget that the word actually means witness. This begs the question: what are they witnesses to? The simple answer is to Christ and all that He has done for us. However, there is more to it than that. Prokopios, much like Paul before him, was visited by Christ as he was on his way to persecute Christians. He was confronted with the reality that Truth is not a idea, not a philosophy, but a person who is both God and man.


At the center of the Christian faith is a personal relationship between humanity and God and between humanity and itself. Prokopios, by befriending me on the Holy Mountain, reminded me that the image of God in man is not complete without a relationship with our fellow human beings.


This is one of the reasons that I write this blog, why I still love this hobby, and why I prefer old school ways. Role playing is about getting around a table with our fellow human beings, enjoying who they are, and what we become when we are together. The old school celebrates our individual quirks in the way it is so easily adapted to our particular interests and prejudices. 


May this Feast of St. Prokopios be filled with many blessings, and with the fellowship of our fellow human beings (especially at the gaming table).

Tuesday, July 7, 2009

The Play's the Thing

Recently I've run into a group of 3.5 players, the majority of which were introduced to the hobby with 3rd Edition (their veteran came in with 2nd Edition). I managed to convince them to let me run a session using rules circa 1981 with a heavy dose of house rules. It was a fascinating experience, which reinforced much of what I believe are the strengths of old school gaming. A few observations:

It was fun. The players very quickly adapted to the free style combat rules and improvised quite a bit (they felt free to grapple, shove, use fire and oil and even tried to use spiked club to jam open a giant frog's mouth to avoid being eaten). We all enjoyed the freedom to be able to try out tactics too difficult or burdensome to accomplish in 3rd Edition. We spent more time describing what we were trying to do rather than crunching rules or rolling dice.

Abstract simulation works. Everyone in the group found combat sans battle mats and miniatures refreshing. It not only allowed the party to move far more efficiently through the dungeon, it allowed for us to take care of entire sequences with a single roll — something that made sense in context, didn't bog us down in minutia, and allowed us to get on with the things we wanted to spend time on.

Old School isn't as random as you think. I didn't allow any Thieves, with the express purpose of forcing the players to talk their way through finding and disarming traps as well as searching for hidden objects and secret doors. The players quickly caught on and each room explored became its own little story as actions were described in detail and rolls were kept to a minimum.

Randomness can be highly entertaining. Old School feels more random than modern games, because games are largely unscripted and often made up on the fly. Those things that do get randomized are non-standard and have a way of creating unexpected events. This forces everyone to get creative in order to deal with the new situation — something that more often than not is highly entertaining.

Sandboxes are cool. The players got a huge kick out of being given random rumors and being allowed to follow up on any that they desired. It was a bit of an epiphany to be allowed to have the goal of the campaign placed in the players hands, as opposed to having the goal being forced upon them by the campaign.

Morale rules work. I used the Maldvay rules for morale and they added a layer of depth to the game even I found surprising. For this group of players, monsters are no longer stupid fodder to be killed by adventurers one encounter at a time. By the way the players reacted to the changing environment of the dungeon as monsters ran away, it was obvious that the morale rule had transformed the dungeon into a living environment that reacted to the players actions. This was no longer a series of encounters, this was a dungeon where danger lurked around every corner.

Jason Vey's interpretation of Vancian Magic is excellent not only for old school games, but for new school players. I ported wholesale the magic system from Spellcraft and Swordplay because it fascinated me and I wanted to see how it played. In my experience, new school players are loathe to play spell casters who get one spell per day and feel that they are done and useless. Vey's system alleviates this to a certain extent, because characters have a chance to cast a single memorized spell multiple times a day. However, there is also a chance that the spell will completely fail (and you then forget it) or won't take effect for an entire round. My players enjoyed these possibilities, it kept spell casters active, and it made using any magic a little bit dangerous.

Simple rules mean you don't waste your time on rules. On more than one occasion these words came out of the mouths of my players: "Simple, I like it!" Instead of trying to look up the rule in one of several 300 page tomes, we made up a rule on the spot that everyone saw as fair and moved on. 

Simple rules mean that players can focus on their characters instead of their mechanics. Without skills or feats to worry about, players spent more time figuring out their backstory than trying to figure out how their characters worked mechanically. As play went forward, I also found that the lack of a mechanic actually forced players to role play.

Old School is addictive. The players are already talking about how to fit more sessions into their schedule, because they want more. It goes to show that we old schoolers should be playing our game with those outside our community — the things we love about old school gaming are things that everybody else will see they love, too.

Saturday, July 4, 2009

On Revolutions and Monsters

We, therefore, the Representatives of the united States of America, in General Congress, Assembled, appealing to the Supreme Judge of the world for the rectitude of our intentions, do, in the Name, and by Authority of the good People of these Colonies, solemnly publish and declare, That these united Colonies are, and of Right ought to be Free and Independent States...
And for the support of this Declaration, with a firm reliance on the protection of Divine Providence, we mutually pledge to each other our Lives, our Fortunes, and our sacred Honor.
Contained in these two quotes from the last paragraph of the Declaration of Independence are two appeals to God — something we often forget about. The American Revolution is an anomaly, not only because it succeeded, but because it didn't replace a tyrant with another one. Whether or not we claim that the men who signed the Declaration and later gathered to write the Constitution are Deists, Christians, or whatever, these men had a Biblical understanding of humanity. They understood that we are fallen, that we are subject to sin, and that without God any endeavor is doomed to failure. One need only look a few years after the American Revolution and see all of these things born out in France — tyranny was replaced with tyranny, people were seduced by power, all of the ideals upon which the Revolution was built were trampled under foot as an entire continent suffered.

Like many Americans, I am enamored by revolution, by the underdog, and by the struggle against tyranny. It is for this reason, I think, that I find myself going back again and again to the Githyanki and Githzerai and trying to find some way to put them into my games. Theirs is a deliciously cool back story that fires my imagination every time I think about it; however, it is also a story of tragedy. 

I love the fact that Githyanki and Githzerai are human — mutated from long exposure to the Mindflayers and by their own sin, but human nonetheless. This makes their tragedy more real and closer to home. As slaves seeking freedom from harsh masters (and those masters being Mindflayers is a huge bonus), I can't help but be sympathetic. This struggle, however, has a tragic undertow. They succeed in throwing off their slavery to the Mindflayers, only to fall into the slavery of their own sin. As Chaotic and Evil beings, the unity that they found under the leadership of Gith is rent asunder, and they are plunged into a vicious civil war. Worst of all, their sin and their war threaten the rest of humankind. This is brilliant stuff. 

Great villains see themselves as the heroes of their own stories. The Githyanki and Githzerai have this in spades. Not only does this add a wonderful flavor to any adventure in which they are involved, but it also means that they are redeemable. It gives the players an option not usually available — to try and save the monster.

From a Christian perspective, this is the story of humanity sans God — one repeated over and over again in revolutions throughout history. We are capable of great things — such as unity and freedom. However, because we are subjected to sin, all of our accomplishments will ultimately fail. Only in God can we find true freedom and unity. Only in Christ can we overcome sin.

On this 4th of July may we all appeal to the Supreme Judge of the world and have a firm reliance on the protection of Divine Providence. Happy 4th.

Thank You

I just wanted to take a moment to thank everyone who wrote to me over the past week. Thank you for your continued thoughts and prayers. I very much appreciate it. God Bless you. 

Saturday, June 27, 2009

When Games Aren't Enough

This has been one of the worst weeks of my life. My son Gabriel died inside his mother's womb. The ordeal only begins with the horrifying news that your child has died. You still have to go to the hospital, to the delivery ward and give birth to a corpse. Then you come face to face with how fragile life really is, and at how inadequate and powerless you really are. Politics, economics, nationality, philosophy, etc. are meaningless when you see your child taken away before you ever get to know them.

The only that thing makes any sense at all is Christ. It is for this very reason that He came. He took on our humanity, went to the cross with it, to the tomb with it, resurrected with it, ascended into heaven with it and now sits at the right hand of the Father in glory with it. By sharing in our nature in such an intimate way, we are now able to share in His nature. Our humanity sits at the right hand of the Father in glory, our nature is sharing in God's eternity. In Christ, we have eternal life. In Christ, Gabriel's broken form has hope and life.

In a way, this is why I write this blog. All things humanity does is rendered meaningless in death, including (and especially) this game we play; however, I allow Christ into every aspect of my life, including the way I play D&D. Through Him, even something as frivolous as rolling a d20 can bring hope. Playing D&D cannot be an escape from the reality my son is dead, but it can be an expression of my faith in Christ's words, "Let the little children come to Me, for of such is the Kingdom of Heaven" (Luke 18:16).

May Gabriel's memory be eternal.

Monday, June 15, 2009

In Defense of Clerics II

In my last post, I made the argument that Clerics belong in D&D, especially considering the historical simulation roots of the game. However, there are the arguments that the mace-wielding battling bishop is not very historical and that Clerics were only born out of the need to fight the vampire Mr. Fang. This is where the war gaming roots of D&D become important.

War games are by their very nature abstract, and, when it comes to those meant for public consumption, are meant to entertain. This results, on the one hand, in arbitrary mechanical and mathematical representations of all kinds of things like troop size, training, skill, technology, speed, range, etc. On the other hand, in order to make the game entertaining, there is also a need to balance things out so that one side, or one troop choice, etc., has advantages and disadvantages that create interesting game play. It is out of this perspective that D&D has the classic Fighting Man and Magic User. One choice allows all weapons and armor, but no magic while the other choice forgoes all weapons but the most basic and all armor in order to be able to use magic. This concept of classes does not come from literature, where magic wielding characters of all stripes are seen wielding swords and even wear armor — its roots are in war gaming.

This is where the Cleric begins to make sense. A need arose within the game — Mr. Fang and how to defeat him — and new mechanics had to be created. Given the historic pedigree of Christian adventurers, the medievalism of the game and the iconic image of vampire hunters wielding a cross to fend off the undead, it made sense for the new class to be some kind of psuedo-Christian adventuring priest. Given the mechanical balance of Fighting Men and Magic Users, it made sense that the Cleric should sit somewhere in-between:

Clerics gain some of the advantages from both of the other two classes (Fighting-Men and Magic-Users) in that they have the use of magic, armor and all non-edged magic weapons (no arrows!), plus they have numbers of their own spells. — Men & Magic

Note that the justification of "weapons that don't draw blood" is only inferred, not explicit. Rather, it is an easily defined category of weapons that arbitrarily limit the number of weapons a Cleric can use. The armor-clad, mace-wielding bishop may largely be absent from history, but from a war gaming perspective it just makes sense. So much so, that it has been with us since 1974.

Saturday, June 13, 2009

In Defense of Clerics

Since I started to connect with the RPG community on the net, especially those interested in old-school gaming, I have found that the Cleric is not a very popular class. This dislike ranges from the ambivalence of James over at Grognardia to the elimination of the class in Geoffrey McKinney's Carcosa to Delta's outright glee of removing the class from his gaming. Now, I am not going to say that any of these interpretations of the game are wrong. In fact, I appreciate the fact that each of them is coming at the game from the perspective of the S&S roots of D&D. I even use James' interpretation of the class as a kind of Magic User when dealing with non-Christian/pagan priests. However, there is another perspective: the historical simulation in the war gaming roots of D&D.

I have to admit that I played my first war game before I ever heard of D&D and in my adult life have played as many hours war gaming as I have role-playing, if not more. I am also a trained historian. Thus, this aspect of the game's roots really speaks to me and I emphasize it in my games.

When looking at the game from the perspective of historic simulation, the Cleric deserves its place in the game. Not only has religion been central to every culture in human history, but Christianity has been a major factor in European history and culture since the second century. One need only look at the weapons and armor in D&D to realize that the combat being simulated is based primarily on the way war was fought in Medieval Europe, when Christianity was not only dominant, but assumed.

The spell list  for Clerics in D&D reflect this historic reality — they simulate the kinds of miracles that fill Christian lore. When you believe that every Christian is the temple of God Himself, in the person of the Holy Spirit, then daily miracles are not out of place.

In terms of the classic D&D paradigm of Law vs. Chaos, Christianity has historically been equated with Law and civilization in Europe. When Rome fell, it was the Church that sheltered and protected people. It was the Church that protected the vestiges of civilization — books, scrolls, etc. — because it valued things like science, philosophy and education.

History is full of Christian adventurers. Monastics travelled the wilderness — the Biblical realm of demons — in order to take on the devil where he lives. Missionaries travelled into barbarian lands to spread the Gospel. They followed the example of the Apostles, who travelled as far as India in the east, and Britain in the west. Before them, the prophets took on all manner of ancient armies and pagan gods.

I will grant that S&S often seems incompatible, indifferent or even hostile to Christianity. Given this, the Cleric seems out of place. However, S&S itself provides the answer as to why the Cleric has a solid place in D&D — the genre blending that S&S is so comfortable with. Given that one standard fantasy trope is to tell stories of earth's distant future and given that the Church is not just a human institution, but also a divine one — "And I tell you, you are Peter, and on this rock I will build my church, and the gates of Hades will not prevail against it" (Matt. 16:18) — the Church easily fits into any world that depicts a future earth because the Church will survive into that future. Indeed, this is the model I use in my Erimia campaign.

Whether or not you use the Cleric in your games is largely up to how much you want to pay homage to the historic simulation of war games at the root of D&D. Whereas it is possible to say that I don't want Clerics in my game, it is impossible to say that Clerics don't belong at all. I hope that some of you will explore the historic simulation roots of our hobby and learn to embrace the Cleric as gleefully as I have.
 

Appendix N

I know I'm quite late to this party, and two things are going on here to make me so. First, life continues to happen and there are a couple of books on this list which, though very influential, I had a hard time remembering titles and authors' names for. Second, though I have written about the shift away from literature our hobby has made, I had failed to realize how radical that shift was until recently. In other words, I thought the exercise was a bit of fun, but not really important.

I am trying to be an ambassador for old school gaming and am close to convincing a 3.5 group to give me a chance to run a game with them. However, I found myself at a loss when trying to describe some of the settings I have ready to play. Here are a few of the terms, titles and names that had absolutely no meaning to my audience: high fantasy, dark fantasy, Lovecraft, Moorcock, Elric, Vance, Dying Earth, and the Black Company. When these failed to evoke any meaning, all of the examples that they came up with to find some kind of footing were self-referential — RPG settings or games. 

I should know better, but I was stunned. Thus, in order to rectify this reality I came face to face with, even in only a small and insignificant way, I give you my own personal (inexhaustive) Appendix N: 

The Old Testament. This is just chuck full of great stuff, especially if you like clerics, as I do. Elijah vs. the priests of Baal is still one of my all-time favorite stories (1Kings 18:1-46).

Alexander, Lloyd, The Chronicals of Prydain. These were the first full blown fantasy books I ever read. The image of the Black Cauldron pouring out an army of undead Cauldron-Born is hard not to be inspired by.

Cook, Glen, The Black Company. This book contributed to my group's proclivity towards dark fantasy and the nigh-hopeless fight against overwhelming evil. It inspired inclusion of several mercenary companies in our campaigns, and at least one campaign centered on all characters being members of a mercenary company. It also taught us that character death could be cool and even seen as an opportunity.  

Leiber, Fritz. I remember reading several stories of Grey Mouser and Fafhrd, wondering how this affected D&D. I then went on to play my first thief, to create campaigns centered on being in a city, and even named a character Mouse.

Lovecraft, H.P. Lovecraft's incredible images of the creeping alien evil always at the edge of your vision, always hungering for your entire being, and the utter madness of choosing to follow it into oblivion have inspired me for years.

Moorcock, Michael, Stormbringer, etc. I was never much of a fan, and only vaguely remember trying to read some of his stuff; however, my friends were huge fans and the worlds I adventured in as a player were heavily influenced by Moorcock.

Tolkien, JRR, The Hobbit. I have to admit that as much as I admire the other works of Tolkien, it took me 20+ years of struggling to actually get through the Lord of the Rings trilogy and I never intend to read them again. However, the Hobbit profoundly affected the way I imagined D&D. The quest to recover the lost treasure of a by-gone era, forests filled with giant spiders, and magic swords with names are still integral to my understanding of the game.

Vance, Jack, The Dying Earth. I was one of those players who always chaffed at the Vancian magic of D&D until I read this. In someways, I am more comfortable with the strange, alien and genre blending world Vance created than most of the other fantasy worlds in this list.

Watt-Evans, Lawrence, The Seven Altars of Dûsarra. This was my introduction to S&S and I found this far more inspiring and useful than the stuff my friends were reading at the time (i.e. The Lord of the Rings). The protagonist (Garth the Overman) is sent to steal several powerful magical artifacts from the altars of dark and evil gods. Magic is scary; magic items are mysterious, powerful and dangerous to use; and, for those of you who point to S&S as a reason to remove the cleric from D&D, is chuck full of examples of clerics. I also credit this book for my proclivity to consistently play half-orcs (the closest thing in D&D to an Overman) on the rare occasions that I play a non-human PC.

Willey, Elizabeth, The Well-Favored Gentleman. This lovely book (one of a handful that I have read multiple times) is not only an example of what high-level D&D ought to be about — ruling, maintaining and protecting your own realm that you and your party have created — but also joyously plays with genre blending and world building using a kind of sub-planar understanding of realms.

Tuesday, June 9, 2009

Monster: Kouphasa

Here is another monster from the Erimia Campaign:

Kouphasa

The nations shall see and be ashamed of all their might; They shall put their hand over their mouth; Their ears shall be deaf. — Micah 7:16
 
Armor Class: 6 [13]
Hit Dice: 1
Attacks: 2 claws (1d3) or 1 weapon/beak (1d6)
Saving Throw: 15
Special: Scream
Move: 6 (on ground) 12 (in air)
Morale: 8
Challenge Level/XP: 1/15

Kouphasa are chaotic bird men with ratty feathers covering random parts of their bodies and skin ranging from blue to red covered in caruncles. Once per day, each Kouphasa can let out an earsplitting scream that can deafen any non-Kouphasa in a 30'r. Those who fail a save to negate the effect will be completely deaf for d6 turns.

Monster: Chiata

Here is another monster from the Erimia Campaign:

Chiata

As one who catches at a shadow and pursues the wind, so is anyone who believes in dreams. What is seen in dreams is but a reflection, the likeness of a face looking at itself. — Sirach 34:2-3

Armor Class: 5 [14]
Hit Dice: 2
Attacks: 2 claws (1d4+1) or 1 weapon (2d4)
Saving Throw: 15
Special: Surprise on 1-3, Shadow Magic
Move: 9
Morale: 8
Challenge Level/XP: 2/30 XP or 3/60 XP

Chiata look like humanoid panthers. They tend to be solitary hunters, but it is not unknown for them to hunt in prides to take down larger game. They prefer to attack out of ambush and avoid any stand-up fight. When fighting a group, they use hit-and-run tactics — they attempt to isolate members of the group in order to get easier kills. Chiata can see in any kind of darkness and surprise on a 1-3.

Chiati leaders all have shadow magic. On a roll of 1-2 on a d6, any Chiata encountered have one or more of the following abilities:
  1. Darkness 30' r.
  2. Shadow Shapes — functions as a Phantasmal Force spell.
  3. Summon Shadowspawn — summons d6 creatures with 1/2HD. This can be done once per encounter.
  4. Summon Shadowspawn — summons d3 creatures with 1HD. This can be done once per encounter.
  5. Summon Shadow Sword — create a weapon out of shadow that functions as a +1 magic weapon. Once formed, the weapon is permanent until dispelled or exposed to sunlight, when it is immediately destroyed. Only one weapon can be summoned at a time.
  6. Summon Shadow Armor — create a suit of +1 magical chainmail. This improves the AC of a Chiata to AC3. Once formed, the armor is permanent until dispelled or exposed to sunlight, when it is immediately destroyed. Only one suit can be summoned at a time.

Wednesday, May 27, 2009

Stocking a Dungeon

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

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

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

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

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

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

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

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

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

1-3 Goblins
4 Hobgoblins
5 Bugbears
6 Lizardmen

1-3 Lizardmen
4-5 Troglodytes
6 Goblins

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

There are several advantages to this:

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

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

Tuesday, May 26, 2009

Picking up the Gauntlet: Random Tables for Everything

Despite the fact that I have played Champions more than any other RPG except for D&D, my favorite superhero RPG of all time is Villains and Vigilantes. The reason is simple: I love the random tables for character generation. In fact, all my best characters in Champions found their genesis in those tables. Like many who prefer the ways of the old-school, I embrace the chaos of the random table.

Meditating upon the "why" of this love affair, I propose two very good reasons to let go, roll those dice, and see what the tables have to say about life, the universe and everything:

1) It saves time.

Meticulously plotted adventure paths are extremely time consuming. Even if you've shelled out your hard earned money to pay someone else to do it for you, if you are going to Referee the thing, you have to spend several hours reading over everything to make sure that you are prepared. In contrast, with a good wandering monster table, a treasure table, and a map, you can be ready to DM in minutes. This is a particular blessing when players decide to take your carefully constructed plot and throw it out the window by doing something unpredictable. Once you've established a few things from the tables, you can use your time far more efficiently to come up with reasons why the world is the way the tables says it is. In the end, you'll have a story that not only didn't put an unnecessary burden on your time, but was primarily put into motion by your players.

2) "Assuredly, I say to you that this poor widow has put in more than all those who have given to the treasury; for they all put in out of their abundance, but she out of her poverty put in all she had" (Mark 12:43-44).

A priest once quoted this piece of scripture in response to the radical inequality and injustice that exists in the world. It isn't the hand that you are dealt that matters, but, rather, how you play it. The poor widow was dealt a really crappy hand, but she played it brilliantly.

In other words, random tables will test your ability as a player. Both Referees and Players will have to apply all their skills in order to make the result of the die make sense. In the end, the die result isn't what matters, but rather what you do with it. A player who can make magic with a weird result from a random table is a better player than one who refuses to make the roll.

Please note: I do not advocate being a slave to the die roll. On the contrary, using random tables takes skill and there are times and results that push my own abilities beyond their limits. On countless occasions I have thrown out results because I could not see a way to make them work. However, these unworkable results inevitably are a catalyst for ideas that I would never have thought of otherwise.

Monday, May 25, 2009

Picking up the Gauntlet: Character Creation

Over on Grognardia, James has thrown down a gauntlet, of sorts. I'd like to take up that gauntlet and meditate on a few aspects of what I consider to be old school.

First up, I would like to propose two axioms about old school character creation:

1) What makes a Fighting Man a Barbarian, a Knight, or a Gladiator is the way it is played, not the mechanics behind it.

Old school games rely heavily on player skill, imagination, and creativity. The mechanics are meant to be a spring board for player to do what ever they want. In contrast, newer school games define classes (or whatever they might be called) by the mechanics themselves. This may have the illusion of player skill, imagination, and creativity; however, when mechanics define a character, there is always certain mechanical paths that are going to take advantage of the system better than others. Thus, imagination and creativity are actually stifled, not encouraged.

For Example: Champions seems to have old school credentials, given that it was originally published in 1981. However, I do not classify it as an old school game. One reason for this is that mechanics entirely define the character in Champions. My character may be able to produce fire, but unless I've bought a power that allows me to either raise the temperature in an area or light up an area, my character can do neither of these things. In addition, virtually every character I ever created for Champions (and I played a lot of Champions) had a Dex of 23. Mathematically, this was the most efficient Dex a character could have, and it was just too expensive to do anything else.

For Example: In 3.5, Bards have the class ability Bardic Knowledge. They roll and are able to learn a random bit of info about a particular aspect of their game world. If a Bard has the skill Knowledge (History) with five ranks or more, the Bard receives a +2 on Bardic Knowledge rolls. This mechanically punishes players who want to have Bards with other specialties and virtually guarantees that every 3.5 Bard is going to have five ranks of Knowledge (History).

2) The longer it takes to create a character, the heavier the mechanical burden exists in a game to prevent character death.

Old School games are comfortable with character death. I've written on this before. One reason for this is that characters are so easy to create, that one doesn't have to spent a lot of time out of game to replace the dead character. Sometimes, it is as easy as taking over a henchman. In contrast, games that require a lot of time in character creation balk at having players have to go through that effort again.

For Example: In Champions, it is very difficult to die. Every character has both Stun and Body. The vast majority of attacks can only penetrate standard defenses to do Stun, not Body. Thus, the end of combat results in unconsciousness, not death.

For Example: 3.5 has Challenge Ratings. Every encounter is rated to help guarantee the players will not get in over their heads.

Thursday, May 14, 2009

Yog-Sothoth

Being a Lovecraft fan, I plan on sprinkling the wilderness of Erimia with quotes like this:

Yog-Sothoth knows the gate. Yog-Sothoth is the gate. Yog-Sothoth is the key and guardian of the gate.

One might be surprised that I intend to include H.P. Lovecraft's insidious creation, Yog-Sothoth, in my Erimia campaign. When I first considered the idea, I was a tad bit uncomfortable. Reading Lovecraft's own description, one is struck by how powerful Yog Sothoth seems:

It was an All-in-One and One-in-All of limitless being and self — not merely a thing of one Space-Time continuum, but allied to the ultimate animating essence of existence's whole unbounded sweep — the last, utter sweep which has no confines and which outreaches fancy and mathematics alike. It was perhaps that which certain secret cults of earth have whispered of as YOG-SOTHOTH, and which has been a deity under other names; that which the crustaceans of Yuggoth worship as the Beyond-One, and which the vaporous brains of the spiral nebulae know by an untranslatable Sign...

However, upon a bit of reflection, I realized that from a Christian point of view, Yog-Sothoth is a brilliant cipher for the Devil. According to Christian cosmology, the Devil is an angel who rebelled against God:

How you are fallen from heaven, O Day Star, son of Dawn! How you are cut down to the ground, you who laid the nations low! You said in your heart, "I will ascend to heaven; I will raise my throne above the stars of God; I will sit on the mount of assembly on the heights of Zaphon; I will ascend to the tops of the clouds, I will make myself like the Most High." (Isaiah 14:12-14)

The word "angel" itself means messenger, and they are also known by the title "the bodiless powers." Thus, they are part of the invisible creation. In his pride, the Devil sought to be greater than God. He tried to wrest power from God by by destroying the image of God in humanity. He first tried to destroy the relationship of God and humanity through tempting Adam and Eve to eat the fruit. Then he tried to destroy humanity's relationship to itself by tempting Cain to murder his brother Abel. Though he ultimately failed to destroy the image and likeness of God within us, he did succeed in introducing sin and death into the world. In so doing, he gained control of humanity through death and sin.

Thus, when Yog-Sothoth is described as one with space and time and yet somehow beyond space and time, this describes the Devil's being as a bodiless power. He is part of creation — space and time — at yet can move through space and time in a way incomprehensible to us — he is part of the invisible creation. Lovecraft says of Yog-Sothoth that:

he knows where the Old Ones broke through of old, and where They shall break through again. He knows where They have trod earth's fields, and where They still tread them, and why no one can behold Them as They tread.

The Old Ones become a cipher for the fallen angels that the Devil took with him in his rebellion. They broke through when humanity turned its back on God, and they strive for control of creation — a task they can never succeed at because they are part of creation. God, who is by nature something completely other than creation, sustains creation by His will. The irony is that without God's will, creation will return to the nothingness from which God created it — should the Devil and his fallen angels ever succeed in wresting complete control from God, they will cease to exist.

There are also Gnostic overtones with the description of Yog-Sothoth. Gnosticism is a heresy that claims that the creator God is really a selfish and evil demiurge that has trapped the true essence of human beings in creation. Only through "secret knowledge" does one discover their "true nature" as a spark of the "true god." One aspect that I love about Lovecraft's description of the "secret knowledge" of the Old Ones is that it leads to insanity — a fair description of anyone who willingly chooses nothingness over the eternity of life that God offers His creation.

Thus, Yog-Sothoth and the secret knowledge he offers is the patron of the forces of Chaos that inhabit the wilderness of Erimia.

Monday, May 4, 2009

Map of the Western & Eastern Caves



This is a map for the caves from the Southern Ruins for the Erimia campaign. Please note: Glue Flowers and Ant Horrors can both be found in Mutant Future and Ranine are the creation of James Maliszewski.

Western Caves


1. A patch of rather large, phosphorescent Glue Flowers [7] (HP 14, 13, 11, 9, 9, 9, 6; #AT: 1 (glue); D: special; AC 9; Morale: n/a; MV: none) grow here. Adventurers must take great care to avoid the flowers or be attacked.

2. This cavern has a slight upward incline and is covered with a snot-like substance. While being completely disgusting, the substance is seemingly harmless when touched, tasted, or otherwise interacted with. However, the slime produces a tasteless and odorless poisonous gas. After 1d10 rounds of continually being in the cavern, adventurers must save vs. poison every round or lose a point of Constitution. These losses may be recovered by leaving the cavern and breathing non-poisonous air continuously for an hour. If an adventurer's Constitution reaches 0, they fall unconscious. If they are not removed from the poisonous gas for a number of rounds equal to their Constitution, they will die.

3. Within the walls of this cave is a rich vein of precious stones. Each stone takes 1d6 turns to extract and is worth 1d10x10 gp. However, the poisonous gas from Area 2 pools here. All saves vs. poison are at -2.

4. Empty cavern.

5. This cavern has a slight upward slope and is covered in the same slime as Area 2. However, the floor of this cavern is very thin. Any adventurer who steps into the cavern will fall through the floor, falling 10 ft. Note:The whole floor will not give way —it only breaks where an adventurer steps.

6. This is the web-covered lair of a pair of Giant Crab Spiders [2] (HP 10, 8; #AT: 1 (bite); D: 1b8, poison; AC 7; Morale: 7; MV: 120(40)). There are several desiccated corpses which were former victims of the spiders. One has a large sack with 200 sp.

7. Empty Cavern

8-10. These caverns are a teeming colony of Giant Rats [d10] (HP 4, 4, 3, 3, 3, 2, 2, 2, 1, 1; #AT: 1 (bite); D: 1b3, disease; AC 7; Morale: 8; MV: 120(40)). Each cavern will always have rats in them, no matter how many times the adventurers clear them out. For each encounter, there is a 1 in 6 chance that the rats have a Minor Chaotic Trait.

11. This is the lair of an Ant Horror [1] (HP 22; #AT: 2 (bites) or 1 (tail); D: 2d8/2d8 or 1d10+poison; AC 3; Morale: 7; MV: 150(50)).

12. The entrance of this cavern is partially blocked. Human-sized creatures can squeeze past, but the Ant Horror cannot. In the cave is the body of a Ipolian soldier. He wears platmail armor, a shield, a spear, short sword and silver dagger all in good condition. within the remains of a sack are 5 gems worth 100 gp each. He also wears a jeweled badge of rank worth 300 gp. Note: these items will be easily recognized by the citizens of Gate and difficult to sell there.

Eastern Caves


1. This is the lair of a Chaos Beast [1] (HP 19; #AT: 1 (bite) + gaze; D: 1d10; AC 3; Morale: 9; MV: 90(30)). This emaciated, beaked, serpentine horror is perpetually hungry and will attack anyone in the vicinity of the caves. Its gaze causes a breakdown of a person's ability to make sense out of reality. Adventurers who meet the beast's gaze must save vs. petrification or lose 1 Int. Adventurers who wish to completely avoid the gaze cannot attack. Any attack made trying to avoid the gaze is at -4 to hit and still has a 1 in 6 chance of meeting the gaze. Normally attacking will result in meeting the gaze on a 1-3 on a d6. Seeing the creature from afar has a 4 in 6 chance of meeting the gaze. All Int loss is regained after an hour. Anyone who is reduced to 0 Int becomes mindless and is unable to do anything. The Chaos Beast will not attack mindless adventurers, rather, at the first opportunity will drag them into Area 2.

2. This is a birthing chamber for the Ranine. Mindless victims are are chained to rock columns, seeded with eggs, and serve as the first meal for the Ranine young. The Chaos Beast feasts on the weakest Ranine, leaving the strongest to join the Ranines in Areas 11-15. At any one time, there are 2d6-2 mindless chained to various columns throughout the cavern.

3. Chaos energy has created a soft spot in space here. Anytime adventurers enter this cavern, there is a 1 in 6 chance that they are teleported to anyplace the DM wants.

4. This is a trash heap where the Ranine throw the bones that remain from the victims of the Chaos Beast. Thousands of bones are here, all tainted by Chaos. Any time adventurers enter this cavern 3d4 misshapen and mismatched skeletons will animate to take revenge on the living (HP 6 ea.; #AT: 1; D: 1d6; AC 7; Morale: 12; MV: 60(20)). Scattered throughout the bones are 1500 cp, 200 sp, and a potion of healing.

5. On each of the two rock columns in the middle of this cavern are carved a mockery of a mouth. When asked a question, they answer. One will always tell the truth, the other will always tell a lie. However, which one does which is determined at every question by a die roll.

6. Empty Cavern.

7. A number of chain and cuffs hang from the back wall of this cavern. The Ranine will go on hunting parties to capture victims for the Chaos Beast. Their prisoners are chained here, awaiting the Chaos Beat to eat them or render them mindless. At any time there are 1d4-1 creatures chained to the wall here.

8. This is the lair of a Ghoul [1] (HP 12; #AT: 3 (2 claws, bite); D: 1d3/1d3/1d3+paralysis; AC 6; Morale: 9; MV: 90(30)). It wears a bracelet and a necklace each worth 400 gp.

9. There is a carving in the wall of this cavern that depicts a star that falls from the sky and is now buried beneath a mountain.

10. Empty Cavern.

[Caverns 11-15 are extremely humid]

11. Ranine [4] (HP 21, 13, 5, 4; #AT: 3 (2 claws, bite); D: 1d6/1d6/1d4+paralysis; AC 4; Morale: 8; MV: 90(30)). The largest (21 hp) is a 4 HD creature and the one with 13 hp regenerates 1d4 HP per round.

12. Ranine [2] (HP 9, 9; #AT: 3 (2 claws, bite); D: 1d6/1d6/1d4+paralysis; AC 4; Morale: 8; MV: 90(30)).

13. Ranine [2] (HP 9, 8; #AT: 3 (2 claws, bite); D: 1d6/1d6/1d4+paralysis; AC 4; Morale: 8; MV: 90(30)).

14. Ranine [2] (HP 10, 7; #AT: 3 (2 claws, bite); D: 1d6/1d6/1d4+paralysis; AC 4; Morale: 8; MV: 90(30)).

15. Ranine [4] (HP 9, 7, 5, 3; #AT: 3 (2 claws, bite); D: 1d6/1d6/1d4+paralysis; AC 4; Morale: 8; MV: 90(30)). The largest (9 hp) may cast darkness (30' r.) at will and wields a magic short sword. It functions as a +1 magic weapon, but when wielded in combat it makes micro tears in the fabric of space and time. This has two side-effects: 1) All monsters and henchmen sense that something is terribly wrong and are -2 morale; 2) Every time a 20 is rolled when attacking with the weapon, a larger tear is made and there is a 1 in 20 chance that something horrible crawls through. If a know alignment spell is cast on the blade, it will register Chaotic. There is a well here from which can be heard the sound of rushing water. This can be an entrance into a sub-level or a lower level of the dungeon below. There is a locked chest wedged into a recess in the wall. It contains 1000 gp. and 200 pp.