Showing posts with label B2. Show all posts
Showing posts with label B2. Show all posts

Monday, January 28, 2019

Reading B2 The Keep on the Borderlands

Because B2 was my first, I will always consider it the best. After getting Into the Borderlands and reading Age of Dusk review recently Ahead of starting Wilderlands sandbox I decided to have a deeper look at the DM advice and Keep portions which I maybe read thirty whatever years ago but have skipped past in more recent times. The tldr; is that it's pretty honking great.




All quotes from "Dungeon Module B2 The Keep on the Borderlands" by Gary Gygax, copyright 1981 by TSR Hobbies, Inc.

"... for as DM you are to become the Shaper of the Cosmos. It is you who will give form and content to all the universe. You will breathe life into the stillness, giving meaning and purpose to all the actions which are to follow. The others in your group will assume the roles of individuals and play their parts, but each can only perform within the bounds you will set."
I'm a huge fan of B/X, at least how I run it, because it leans heavily towards "game" rather than towards "story time". It manifests as play over narration, as play over character "builds". Backgrounds, goals, character growth are emergent rather than preconceived and related. It has taken a fork away from narrative "story" games. [Some people like the narrative games. I do not.] B/X is just as cooperative, but players contribute through the actions of their characters, not as players spending fate points to alter the plot / world. There is a clear delineation between Referee and Players.

"It is now up to you to create a magical realm filled with danger, mystery, and excitement, complete with countless challenges. Though your role is the greatest, it is also the most difficult. You must now prepare to become all things to all people."
No pressure...

"Welcome to the land of imagination. You are about to begin a journey into worlds where magic and monsters are the order of the day, where law and chaos are forever at odds, where adventure and heroism are the meat and drink of all who would seek their fortunes in uncommon pursuits."
That is pretty hokey. I'm sure I loved it as a 13 yr old.

"... the DM must be a truly disinterested party, giving information as required by questioning and proper action, but neither helping nor hindering otherwise."
I fail at only giving information "as required". I want players to know too hard. I can't keep secrets. I always assume that is my fault when players don't "get it", whatever it is. So feel I owe them hints or 2nd chances. Also, if I'm honest, I want players to see my hard work, my "clever" secrets, etc. I don't have a problem with them turning left when the adventure is to the right (not a no good, dirty railroader). But once they're in the adventure and so close to discovering some "truth" or planted foreshadowing, I can't help but give it to them.

What's even worse; many players do not thrill at discovering the "world building", figuring out secrets, seeing how it is all connected, etc. as much as I do. So, not only are they fine with "not getting it", they probably don't enjoy me ramming it down their brain holes.

"In this game, the action is only limited by the abilities of the character, the imagination of the player, and the decisions of the DM. The play will often go in unexpected directions and the DM will sometimes be required to decide on situations not covered in the rules."
I know (cause they designed 3ed and too many other games) there are people that want everything defined, explained, codified. I just wish they'd learn that that doesn't work for RPGs.  All those pages and pages of crufty rules is better handled by the above two sentences.
"... Just as the referee of a sporting event, the DM must be fair. He or she cannot be "out to get the players". Nor should he or she be on their side all the time. ... The DM must be fair, but the players must play wisely."
That last bit! You may not agree with it. I may not be correct in believing it is true. It ties into wanting my RPG to be more of an active game and not just passively "play acting a story". In games, to do well, you must play well. You can't win or lose D&D, but you can fail at it. And it is your responsibility to not fail, not the DM's not the other player's.

Being not out to punish players is obvious. Not ensuring players always win doesn't seem to be as well understood. For play to be satisfying, there must be risk of failure. Players must have bested the challenges put before them by their own wits (or luck). If success is pre-ordained, then they're not playing a GAME. They are reading a (probably poorly written) book or watching a (definitely low-budget and poorly acted) movie.
"Throughout all this -- making decisions, playing roles, handling monsters -- the DM must remember that he or she is in control. The DM is the judge, and it is his or her game. The DM should listen to the players and weigh their arguments fairly when disagreements arise, but the final decision belongs to the DM. The Dungeon Master's word is law!"
Man, I really wish that last sentence wasn't there. It's redundant and just pushes things in antagonistic way. I can see esp younger, less mature DMs remembering that and not the excellent and balanced previous bits and using it to be a dick.
"After the party leaves the dungeon safely, all surviving player characters should divide the treasure and be awarded their experience points. Division of treasure is the players' responsibility."
I try to push treasure splitting on party. I do not interfere when the thief steals shit.

"DM Note: Have each player identify his or her character's name and profession. Have them answer in their own words why they seek entrance to the place. If they answer sounds unnatural, assume the role of the corporal of the watch, and begin to cross-examine the speaker. Now is the time to make the players realize that whatever they say -- as speech or relating their actions -- will be noted by you, as Dungeon Master, and acted upon accordingly in whatever role is appropriate to the situation."
I distinctly remember in games I ran 20+ years ago vs those in last 10 or so everyone being in character most of the time. Players talked and acted in 1st person. Not in funny voice/acting.  Just saying "I open the door." vs " opens the door". I enjoy that more. It also kept play more focused and speedy. But, and this may be rose colored memory or due to other factors, it really seemed to positively alter game play. Players were more imaginative with questions and actions. They interacted with the world via "voice" rather than via dice (rolls).

I usually start campaigns, in media res, at or in the "dungeon", often with an ambush. I like action, and new players never know what to do and everyone putters round town forever! But, I'm definitely using something like this from now on. Since I still don't want to start "in town", I'll have a patrol question the characters. Then jump to the dungeon. Knowing the people I usually play with they will probably antagonize and fight the patrol, ending up dead or in jail instead.

[To the players] "Of course you are inexperienced, but you have your skills and a heart that cries out for adventure. You have it in you to become great, but you must gain experience and knowledge and greater skill. There is much to learn, and you are willing and eager to be about it! Each of you has come with everything that could possibly be given you to help. Now you must fend for yourselves; your fate is in your hands, for better or worse."
This is only applicable for specific old-school, non-heroic style of game; "you have everything... fate in your hands".  The history of your character begins now. You will be judged based on your actions henceforth. You start as nobodies, clean slates. No backstories, no angsty youth, no secret bastard of the king.

Act, don't tell!

Monday, December 6, 2010

OwlCon XXX

I'm going to OwlCon again this year and if you're in Texas area late Jan, so should you!


One of the best convention experiences I've had was last years OwlCon.  The organizers do a great job.  There's a nice variety of RPGs, boardgames, miniature games, interesting vendors, and other events. The location, Rice University, is great.  (The Student Union's bar in the basement sells beer!)


I'm running "B2 Caves of Chaos" using Labyrinth Lord on Sat at 8pm and continuing Sun 10am.  I wanted to do something new, but 1) Been busy, 2) it's been a blast for me and seemingly popular with the players every other time I've run it.  So, why jack up a good thing?

I was surprised at the relative lack of OSR type games.  Seems to me that there's a lot of old-schoolish interest in Texas, what's up guys?  I did find and sign up for some S&W space adventures.  But dawdled for too long, missing out on the single session of "Barbarians of Lemuria", its slots are all full :(  At least The Paradigm Traveller got in so he can tell me about it.   Got in on some Atomic Highway which I know nothing about other than both "atomic" and "highway" where in the title.  Which is enough.  More Burning Wheel (cause the GM last year was phenomenal and I'm hoping it's the same guy.)

I highly recommend OwlCon.  $20 gets you a full weekend of great gaming. Or if you GM games for two time slots you get in free! Hint, Hint OSR DMs, events like this is how to get the word out (if you're into that).  Preregistrations must be received before pre-registration closes on Friday, January 21, 2011.

Wednesday, October 20, 2010

Central Texas Mini-Con

[Yeah this happened months ago, sue me for being slow ;) ]

Great little event, hope it happens again.  Thanks to the organizers, DM's and all the players that showed up.  I ran my mutated B2 Caves of Chaos using Labyrinth Lord.  One of the players, Hill Cantons has words and pics.  [asmall correction "ape-like orcs", ape-like Hobgoblins! Well organized, militant, 2-3HD hobgoblins that the party did great just to survive an encounter with.]  Thanks for the write up!

Some pics I found still in my camera, waiting patiently for the day I get around to uploading them.


Gamers, Grub, and Goblins.  Perfect Trifecta!

Fun for all, young, old, and in between.

I should create a website for hand drawn character portraits.

Tuesday, April 13, 2010

B2 Caves of Chaos Maps

B2 Caves of Chaos Twelve Hour Marathon Recap Part 1, other B2 Caves of Chaos Posts.

I get free rolls of newsprint from my employer which come in handy for drawing large player maps such as this one depicting the ravine that contains The Caves of Chaos.  I only drew the cave mouths that are immediately visible.  Also depicted is are wooden areas (and tree stumps that the nature destroying orcs left behind, bad orcs!), contour lines, and a stream.  I had hopped that the players would draw (their maps and notes) directly on this map.  Didn't happen much.



I have no scanner. And I'm done futzing with my camera and ready to move onto something that's not B2 so below small, blurry pics are the best you're gettin, sorry.

[Also, check out this B2 Map]

 

The above is a color copy I made of base map (not pictured) to which I added colored pencil shading.  The shading does accentuate the isometric and multilevelness.  It also looks perty.  Oh, I used three colors of shading, dark brown for top level, reddish brown for mid level and green for low level.  Also the higher up, the darker dungeon walls are (using different pen thickness/colors(grey vs black) and going over walls twice to make them darker).  Another trick to visually separate the various mini-dungeons is to use different "wall styles". The temple used big square blocks.  Warangutang lair used very straight lines.  Molemen and kobolds used wavy lines.  This also served as a reminder as to the composition and quality of construction of each lair.  E.g. wavy meaning dirt, tree roots hanging from ceiling, and the like.

The map is a mixture of D&D B2 and Hackmaster B2 maps. I liked some of the Hackmaster flavor and it was larger, but too large and not easily made isometric.  When combining the two I added many loops, alternate paths, more connections between lairs and levels, and more multilevel lairs.  The original B2's lairs are all fairly small and linear.  Characters have a choice of what what cave to enter but once there it was pretty much hack through a couple dozen minions until you get to the "end boss".  These loops provided tactical options to players and defending critters alike.

B2 also was lacking in traps.  I added a few.  Many from Hackmaster, the Kobolds lair in particular is trap central.  Btw pit traps are fun to draw isometrically, esp if at their bottoms are secret doors leading to the Otyough's cave complex!

I'm somewhat sad neither group got to the Warangutang lair (aka Hackmaster's Hobgoblins).  Warangutang's come from (ack forget which) blogger's mutant future campaign, uplifted by the ancients.  I decided their leader had a laser pistol, handed down through the generations.  They also, from Hackmaster, have funny motivational posters such as:
A tapestry depicts a group of four smiling Hobgoblins hangs on the west wall.  Which has some hobgoblin writing that reads "Sometimes the best solution to morale problems is just to kill all of the unhappy people."
... depicting a Hobgoblin military leader shaking his finger. The text reads "Don't make your death serve as a warning to others."

The hardest things to draw isometrically are caves and octagonal rooms.  I drew 2 drafts prior to getting to the final map.  I still made a couple mistakes, placing a sinkhole in the floor lower catacombs leading to the Minotaur lair some 2-3 levels above. And forgot to draw dashed lines a couple places where a passage was underneath another.  Overall neither a big deal. But makes me wonder how many iterations professional published module maps go through?


B/W copy of base map(not pictured) used for key and notes.  During a session I might scribble notes on this, deaths, changes to terrain, etc.  Esp if I were running a campaign.  Then create a new one for each session.  One reason I like to keep an original and make copies of it for in game use.

If this dungeon was my own creation it I'd probably not have a key.  Being my own creation much of it would only be in my head and vaguely defined rather than written out.  (A reason I publish very little.)  Rather than separate keys, I prefer to write notes / reminders directly on the map.  You might have noticed a theme of encoding as much information into the map as possible (isometricness, wall styles, trap symbols, drawing room features on map (see temple for example)).

Although, this particular map is a bit dense and too "zoomed out" for that to be very effective.   When more detail is needed I like to use 3x5 cards.  Each "lair" would have one card with encounter table for that lair, any other specific rules / reminders for that lair (5' ceilings, dirt and rough stone construction), and a few "five senses" evocative words / phrases for use in description.  Such as "Bree-yark!", stank of animal, dark, rat squeaking, crickets, moist dirt, tree roots from ceiling.  Then, if necessary, a separate 3x5 for each room/encounter with stats, names, tactics, treasure, boxed text, etc.  Really helps me give each area it's own flavor and feeling and cards with short notes are easier for me to access in game then flipping though book and reading paragraphs.

Friday, April 9, 2010

B2 Caves of Chaos Twelve Hour Marathon Part 2

B2 Caves of Chaos Twelve Hour Marathon Recap Part 1, other B2 Caves of Chaos Posts.

[I'm forgetting order of things and some details. I'm sure I'll get things wrong.  This player report is probably more accurate.  These recaps are more after-action analysis of my DMing, rules, scenario, props used than campaign dairy.]


In Attendance:

  • Piss Pants the fighter, cousin of shit pants
  • Mundy Meatshield, a fighter.
  • Alex, token dwarve.
  • Starhawk! an elf, what else?
  • Blod thief of good spirit and bad luck, Soon replaced with Magnus a priestess of Marcuniess(sp?) Goddess of Metal and Healing.
  • Onedias the most marvelous magic-user, aka NPC caster.
  • Two wardogs "Gwar II" and "Sir Bitesalot", which were deadly but short lived.  Basically 100gp bazookas.
  • Various men-at-arms who's names and exploits will not be remembered

Good Plan Lets Do It Again

Again party heads to Caves of Chaos.  Again DM rolls a 1 on d6 indicating wilderness encounter.  This time I roll [one roll looked up on two encounter tables] vampire (inhabited) and orcs (mtns).  I go with orcs, cause fuck this marathon is called B2 The Caves of Chaos I don't want to spend 12 hours slaying the party with a vampire.  Looking up orcs on my very freaking handy LL monster cards (Thanks Jonathan Chappell!) which I put into my DM binder instead of cutting up into cards (crappy photo at right). I see that #Encountered is 2d4, I roll 6.  Then I roll Reaction (2d6) got neutral response.  Figuring these orcs came from the "Blue Line", one of two tribes in the Caves of Chaos, and were out here on the road looking for a caravan to raid not a 8-12 member strong band of good guys.  Knowing they'll likely be spotted they send out the red heart on white flag universal "Let us parley" sign.

The party sends up two orc speakers. Pisspants and Starhawk an elf.  Who the orc "negociator" points at and says "Is that suppose to be an insult." Quickly thinking Pisspants looks angrily at elf and says "Stand back 10 feet." "Ah," orc says, "It is your slave, very nice.  We eat ours."  Short negotiations later, both parties agree to let the pass peaceably along with suggestion by Warich, the orc raiders leader, to seek out the "Blue Lines" chieftain, Muback if the party was sincere in their offer to aid the orcs in destroying their enemies. [Not even at the Caves and party is already trying to get the monsters fighting themselves.  BTW if they do this I award XP for monsters killed. Even if characters did not do the actual killing.  To my mind, getting "them" and "them" to fight each other doing your work for you is at least as deserving of reward/XP as risking your own neck.]

The party wanders around Kobolds "Hedge Maze" for awhile mostly remembering to use 10' pole and avoiding the many pit traps.  They find the entrance and a small fight erupts.  But the group shows zero interest in screwing with Kobolds.  Choosing higher risk and more rewards and less flippin pit traps.  And also bringing a tear of joy to the DM's eye for picking up on that "old school" characteristic so quickly.  More wandering and the emerge into the caves proper. I read them Gygax's "boxed" text;
The thick, twisted tree trunks, unnaturally misshapen limbs, writhing roots, clutching and grasping thorns and briars all seem to warn and ward you off, but you have hacked your way through regardless.  Now you have stepped out into a ravine like area.  The dark, streaked rock walls rise rather steeply to either side to a height of about 100' or so.  Clumps of trees grow here and there.  At varying heights on all sides of the ravine, you can see the black mouths of cave like openings.  The sunlight is dim, the air dank, there is an oppressive feeling here.  A flock of ravens rise croaking from the ground, the beat of their wings and their cries magnified by the terrain to sound loud and horrible.

You know that you have certainly discovered the Caves of Chaos.

Party makes straight for what they've been told is the "Blue Lines" cave.  Some failed negotiation, crossbow bolt to the chest of Hylas Amazonian men-at-arms, and a wandering monster roll (again!) later group decides, after much deliberation, to "take out" the Owlbear.  [Since negotiations were taking some time and party was hanging out of caves I rolled d6 a '1' indicating some activity related to one of the denizens of the CoC's. I rolled another die and counted cave entrances clockwise landing on the Great Horned Owlbear's cave.  And that is how we got to what happened next.]

Party makes a fairly reasonable plan to kill the Owlbear with dogs and ranged weapons.  Being the single most feared creature I figured it was "smart" enough to have not fallen for standard tactics like that. Rather than become a pin-cushion it used forest and other covering terrain to approach as close as possible to it's dinner.  Emerging from the tree-line 1 round worth of charging away.  Onedias yells, "Wait! Hold fire for one round." and casts charm.  I felt bad having NPC take the "lead" pull out the ace.  But, that is what he'd do and I added him specifically to the party so they would have that ace.  Well one failed save and DM misinterpertation(lack of bothering to look up spell actually) later party has a third "dog".  Just this one has 5hd and 3 attacks.  Onedias yells his second line of the evening, "Now, now my friends we visit our friends the orcs!"

Best marching order for entering orc cave;
charmed Owlbear in front.
Everyone else anywhere that is out of it's way.

Orcs amazingly succeded the several moral checks I subjected them to as the party and Bear Owl slaughtered them.  Owlbear was killing about 1.5 per round but orcs using corridors to their advantage were able to get 4 attacks per round on it.  It got down to 1 orc (who yet again made is moral check, a 3 I think) and owlbear with 3 hitpoints.  That guy was gonna be a famous orc hero. It's porcine bust carved in marble or cast in bronze, sitting on the mantles of upper caste orcs from the Grimlok Sea to the Mushy Marshes.  Instead bear owl rolled it's to hit first and started munching on tasty orc.  That is when Magnus Priest of healing and metal (not good kind of metal) decided she had better finish owlbear off rather than risk charm breaking.  Since target was unawares and distracted I let her roll damage (automatic hit). She luckily rolled more than 3.  Would have been great time to roll on Death and Dismemberment table for owlbear.  But, alas, I had already decided that was not for monsters.

Some playing hide and seek with a Otyugh (which I couldn't find in LL, not there? called something else?) and several forays to city to sell orc loot and owlbear eggs/loot and leveling. They decide to take on the baddest, scariest cave there is.
"You find a hidden set of steps carved into the steep ravine.  Starting about 100 yards from the large cave entrance to either side of the path are skulls resting on tall polls.  As you get closer you can tell this is no cave but an entrance lined and faced with large granite blocks. Into which skulls and necromantic features have been carved. On the whole it appears very tomb or crypt like.  Standing before the entrance you smell the stench of death's decay.  Emanating from the black hole is an oppressive malevolence, weighing you down and testing your resolve."
After that description and near universal men-at-arms moral check failures party decides to try the next cave over.  Minotaur yeah! Onedias (under player control this time) charms the Minotauress and if you read the Hackmaster B2 version of the minotaur lair you you know what a mistake that was.  Much handwaving of details later party rescues Onedias and slays the Minotaur.  After some DM prodding they even locate the secret stash of major loot; Staff of Curing, +2 platemail, potions, and lots of gold.


Some Observations
That I didn't work in elsewhere or need repeating.
  • Labyrinth Lord is fun!  I can see some peeps wanting more detailed, nailed down system for a long campaign (not me). But, for a pickup D&D game.  Nothing beats it.
  • Example of ruling not rule. Alex dives into pool in attempt to remove Grey Oooze, but ooze acid eats him to 0 hitpoints.  Alex rolls "knocked out" on Death and Dismemberment table.  So, I rule that getting into water did dislodge ooze, but unfortunately Alex is now face down in the water. Mundy wades through pool and hoists Alex onto his shoulders. Sadly (or comically depending on your sense of humor) another ooze had been moving that way and decides to drop.  So, I rule that 1-5 it drops on Alex (who is on Mundy's shoulders) and on a 6 it will drop on Mundy.  It falls on Alex and for pure comedic value (the players didn't see the funny in it though) I further rule that Mundy is unawares and wades back across the pool to safety. Cheering that he has saved Alex, setting him down only to see a Grey ooze where Alex's torso use to be.
  • Example of winging it. Magnus finds secret tunnel, leading to secret door, leading to bottom of 30' pit trap.  No one but he wants to open it. Rest of party go way back down the tunnel. I knew it wasn't trapped. But I didn't know what was down there beyond the traditional "skeleton of past adventurer".  Since player had shown initiative and taken risk I thought they deserved chance at reward.  Ask them to roll d4-1 and that was how many magic items they found.  Magnus rolled 4.  More really lucky random rolls later; A mace +1 +3 vs undead, scroll of protection from undead, boots of springing and leaping.
  • Example of winging it/rulings not rule: Frandor's keep has got to have black market.  For one shot I didn't figure out NPCs, what was available, etc. Instead when player looks for something I ask them for a d6-X roll, where X larger number for rarer items and that is how many they find. Most common item is potions, d6-2. Then roll randomly on potion table. If they ask for something specific, there's a 1 in 6 or 1 in 12 or 1 in (you get idea) chance that it is available.  Reaction isn't a factor in market, they want to sell, you want to buy, it's business. But buying from the church requires a Reaction roll and if it turns out poorly they will not sell to you (nor the rest of the party if they know you are associates)
  • I made the players booze and wench it up when ever they returned to Keep loaded with treasure. Every character rolls d6x10 (or larger die if they choose).  The sum of all dice rolls / number of characters is how much gold each must spend. One side benefit is this provides a +1 when rolling for hirelings.
  • A men-at-arms pulled her unconscious master from certain death by Grey Ooze.  I gave a 1 in 6 chance that such bravery elevated her to 1st level and henchman status.  She failed that roll and both her and master got dissolved by ooze shortly there after.
  • Here is a picture of a 3x5 card of things I always forget and want to be reminded of.  I never remember to look at card and still always forget these things.
  • I'm ok with the hands body (means use my hands and whole body when doing NPCs, monsters, etc) and enthusiasm. But can never have enough of that.
  • Mid-encounter description means part way through battle, take a pause and redescribe the scene.  Updated with blood and drama and tension.  "Blood glistens from Mubak's axe as he raises it to deal Mundy a final death blow."
  • 30 sec visualization pause, means before describing scene. Take 30sec to build up scene in my mind using all 5 senses before opening my mouth.  I'm way to frantic during play to ever do this, but I do it before play and sometimes remember it. Such as describing entrance to Temple of Chaos.
  • Slow, slow pacing description. Means I need to quit being such a frantic spaz, allow some slow parts, allow players to digest and plan. Remember to describe fully instead of rushing to next thing.

Next B2 post will be on the maps I made.

Wednesday, April 7, 2010

B2 Caves of Chaos Twelve Hour Marathon Part 1


On Sat, April 3rd, at Dragon's Lair Austin (FLGS), I ran a twelve hour marathon of B2 Caves of Chaos, a mixture of Basic D&D's B2 Keep on the Borderlands and Hackmaster's B2 Little Keep on the Borderlands, using Labyrinth Lord (a BD&D retro-clone) from Goblinoid Games.  I originally planned to run this for TARGA's International Traditional Game Week.  But that was not meant to be. Instead for ITGW I ran a shorter B2 Caves of Chaos for the Austin's D&D Meetup Group. Which turned out to be good marathon prep. As it was my first time using LL and my first non-solo run of B2.

Now that I got every possible plug out of the way...


The short

Both times running this I had a blast. Players seemed to have a blast. B2 is just plain damn fun.  And with LL's fast combats you get to experience more of it in same amount of time.  Combined, approx 18hours of game time, the players wiped out (or allied with) every major group except the Warrangutans (aka Hobgobs), The Black Temple (aka Chaos, aka undead central), and the tiny Bugbear lair.  Our results might be skewed as both groups rocked.  Good tactics, avoidance of high risk, low rewards (kobolds and their "Hey what's that? Bet we could trap it!" attitude), and the like.

Charm, esp when misinterpreted by DM to work on Owlbears and Minotaurs is really an effective spell.

In both sessions I've used various things (rules, char sheets, monster cards, etc) created by the OSR and others.  First, thanks! You Rock! Second, I've now used OSR creations in actual game play that made those games better.  For me, from this point forward, anyone who says OSR hasn't produced anything worthwhile or the like can shove it. "It" being a 10' pole.

Oh and even despite my almost total lack of advertisement and us playing in the back room (and thus bereft of most foot traffic) a half dozen people showed interest and we were able to hook them up with info on D&D meetup and other D&D groups in Austin. If you have any inclination to spread our hobby and an opportunity to play in public I encourage you to do so.  Playing in public really, truly attracts new (and returning) players and grows the hobby.


House Rules in Effect

XP is not divided by number of players.  Find a 1200gp goblet, everyone gets 1200xp.  Compressing many sessions of raiding B2 into one marathon.  It worked well. For example, elves slow progression was an actual penalty, something not normally seen in a one-shot. 

MU starts at 3rd, CL starts at 2nd.

Damage by class with more damage if you forgo shield and use a 2h and +1 to hit if you dual wield.  No one ever picked dual wield +1 to hit.  Is it not worth it? Or did I just speed past the description that no one picked up on it.

Death and dismemberment with d12 "hit location" die. For PC's only, wardogs, cooks and men-at-arms bite it at zero hitpoints.  I ruled that magic healing fixed broken bones and reconnected severed limbs.  In retrospect mending broken bones seems ok, it's magic! But, the severed limb thing was a bad ruling on my part.  After using this table in two sessions, I'm still a fan.  But it's not deadly enough, every roll but 2,3,4 on 2d6 is no big deal (if group wins battle).  When using again I will do one or more of the following:

1) reduce access to magical healing.

2) modify table, make every roll 7 and under be almost certain death described variously, 8-10 bad, keep 11 as no effect, and 12 as "now I'm angry" adrenaline surge.

Sleep with campfire, hot food, and good rest each character regains their hitdice in hit points e.g. 3rd lvl fg regains 3d8.  If your hiding out from patrolling orcs, with iron rations, no fire or light, sleeping in armor etc. you get only one hitdie.

Group dice rolls for searching, listing, etc.  I'll write a post about this later.

Attribute checks didn't come up often but they are d20+attribute >= 20 (or 25, 30 for very hard checks)

No critical hits, but when a player rolled a natural 20 I generally described something hopefully awesome sounding e.g. slicing through two kobolds, climbing up the back of the ogre and jamming sword downwards through its neck/shoulder.


In Attendance:
 
  • Piss Pants the fighter, cousin of shit pants
  • Mundy Meatshield, a fighter.
  • Alex, token dwarve.
  • Starhawk! an elf, what else?
  • Blod, a thief of good spirit and bad luck, Soon replaced with Magnus a priestess of Marcuniess(sp?) Goddess of Metal (sadly not this kind) and Healing.
  • Onedias the most marvelous magic-user, aka NPC caster.
  • Two wardogs "Gwar II" and "Sir Bitesalot", which were deadly but short lived.  Basically 100gp bazookas.
  • Various men-at-arms who's names and exploits will not be remembered.


The Plan

Starting in Frandor's Keep players had opportunity to search for hirelings. 5gp got them a roll on Dungeons n Digressions' LL Hirelings Recruitment Table and Record Sheet.  I also kicked in a magic-user NPC, Onedias. Onedias proffered the following plan "Let's go up river to the Caves of Chaos and loot the place." Having no better idea the party agrees.

I didn't want to do any of the wilderness, side, or in town, encounters from B2.  This one shot was about the caves. Even so, I couldn't just let the players wander willy nilly through the wilds!  1 on d6 means wilderness encounter.  Rolled once on way to caves, once on return trip, and also once anytime players waste time mulling about outside caves or for things such as to see if anything came by and ate their donkeys. [Towards end of evening I quit rolling cause the random encounters had done their job, providing a bit of danger and variety. The players were now really "into" the caves and it was more fun focusing our time there. An example of how I "fudge" things as DM.]

Having forgotten there is a wilderness encounter table in B2 I rolled on the LL one.  Which is pretty freaking dangerous!  I use one roll and look it up on two or more tables (this time mtns, and inhabited).  This gives me flexibility in choosing encounters.  The roll turned up Chimera or Gargoyle.  Both TPK's and not even fun TPK's. Now an encounter doesn't necessarily mean creature has appeared 100 yards in front of party and combat starts.  It can mean hearing creature (players now have option to flee or investigate, thus any TPK is now their choice rather than random FU roll), encountering tracks or other signs (piles of dragon poop are my favorite).  LL has the best mechanic for determining nature of an encounter, The Reaction Roll.  2d6 with results from "hostile, attacks immediately" to "friendly", but weighted towards "neutral, wait and see".  Despite it's utter awesomeness, I didn't use it this time.  I had another "no-good fudging DM" trick I occasionally use.  Here is what happened.


The Result

"You hear the bleating of a goat, up the mtn side to your left.  Followed by a lion's roar and a gout of flame shooting out over a ledge." I was impressed that every player at the table instantly knew what creature this was, and more impressed that when I gave them a moment to react most of them fled for cover :) "You hear the lion cry out in pain and see a three-headed beast take flight, trailing blood from a vicious claw on it's flank." More player hiding and waiting.  "Quickly chased by a grey, stoneskinned, batwinged demon."  Waiting until the pair are out of site, most of the party wants to beat it but of course the thief, Blod, needs to see what's what and climbs up to the ledge.  One failed search later Blod decides to  tear apart the nest.  That is when the hidden, terrified, 3HD baby Chimera burns his ass.  One challenging battle later party finds the Chimera's treasure.  I have them roll for it on the spot.  Blod's character rolling for the magic items in a last ditch hope of getting a potion of healing.  He rolled naught.  Thief dead, party returns to town to sell ring with largest diamond they ever saw (Mundy rolled up 1300gp jewelry as treasure).  [btw every minute or so I rolled d6, on a 1 the survivor of Gargoyle / Chimera battle would return.]

For gems and jewels players got full XP but only 80% of value when selling to jeweler.  Arms and equipment are sold for 50% or less if they are of shitty humanoid make, players get XP for sale value.  Art and weird stuff like Owlbear eggs they must find buyer (an adventure in itself and not possible in one-shot) or sell at auction, players get XP for sale value. [Was making this stuff up on the fly, proly shouldn't give full XP value for the gems and jewels. I did cause I awarded XP for those at time of acquisition and I hadn't thought about the 80% sale price yet.  In future I'd not award XP for anything until it was sold for gold.]

Norm's Simple Auction Rule: DM determines potential value of auctioned objects dX+X (although it should not be bellcurved, i.e. a single die).  Each player rolls that.  Highest roll is the highest bid and what the player's receive (minus taxes, tariffs, auction fees etc).  E.g. 3 owlbear eggs were auctioned as a lot.  I decided value was  d12x100gp, players rolled 2, 5 and 11.  Eggs sold for 1100gp!


Friendly Local Game Store


I try to follow the rule "If I play a game at a FLGS, I buy something from that store."  This time I picked up BRP Rome. Cause Rome is always cool, I've been hearing bits about BRP and want to check it out, and I've read a few favorable reviews of Rome supplements lately (although, darn bad memory can't remember if BRP was one of them.  Bunch of peoples seem to have released a Rome recently.)

Ugh, too much for one post, Part 2 to appear later. Also, more posts on B2 Caves of Chaos & maps.

Wednesday, March 24, 2010

"B2" Caves of Chaos Maps

20100322_001.jpg


Is a portion of the map I created for the upcoming Twelve Hour B2 Caves of Chaos Marathon I'm running on April 3rd at my FLGS Dragon's Lair in Austin, TX. (also used for this B2 Caves of Chaos game).

I call it Caves of Chaos instead of Keep on the Borderlands 1) I totally thought that was what B2 was called. 2) It's a mixture of D&D B2 and Hackmaster B2, and some some additional weird shit by me (more caves, more innter-connections, more loops, molemen instead of goblins, warangtangs instead of hobgobs).

I started the Caves of Chaos map on a lark to see if I could make an isometric version of the classic B2 map.  It turned out ok.  After I was sure I was running the B2 marathon I got excited about working on the map again and mixing in Hackmaster stuff.  It really flowed and new ideas poped into my head as I was drawing it.  (maybe why it got a little too crowded).

I used different wall styles / colors for the various levels. Which you might just be able to make out the "square" stone dressed blocks of the Black Temple in this slightly zoomed image. [clicky for embiggin]

20100322_001.jpg


After I color photocopied original I used different color pencils to "shadow" / "crosshatch" the stone in a way I hope accentuates the isometricness.  I like to write notes right on maps such as what and how many, encounter tables, and the like. But didn't want to junk up "nice" map with those and the room key so, I made some b/w copies of the original.

20100322_004.jpg


For being poor at cartography/art I think my isometric Caves of Chaos map project turned out pretty bad ass. Don't know if it's practically superior to flat map, but I sure do like lookin at it.

Monday, March 22, 2010

ITGW "B2" Caves of Chaos Game Report

In honor of International Traditional Gaming Week I ran my "B2 Caves of Chaos" for some of the local D&D Meetup crew this past Sunday.  Using Labyrinth Lord rules [house rules in effect; Order of d30damage by class with more damage if you forgo shield and use a 2h and +1 to hit if you dual wield, death and dismemberment, sleep regains hitdice "don't get" hit points e.g. 3rd lvl fg regains 3d8].


In attendance:
  • Sparkles the Wizard
  • Shitpants, a fighter
  • Wispy the token Dwarf known for the lowest stat, a 4 in strength
  • Chuck tallest mini and a fighter. With "sparky" 1/2ling torch bearer hireling
  • Cleric of the War God banished from temple for his overuse of the "run away" tactic.
  • Cleric of Knowledge and Light. Who's pack bearer, "easy" was laden down with bags of tinder and oil.  Of great use in spreading light to the enemy.
Sparkles and the Dwarf went in on a trio of men-at-arms whose employment did not work out to the satisfaction of anyone involved. (they failed moral when seeing ogre in first encounter of the game, Sparkles (did I mention he was Chaotic?) felt they should return their days pay for such cowardliness.  A feeling he expressed with no small number of threats. Spock, McCoy, and Kirk (the m-a-as) left on less than amicable terms.)


This was my first time DMing LL, and the first time (that I remember) DMing B2.  I felt rough but this group rocked out.


First encounter party attacks rather than parlays with the molemen (nee goblins) trigging the later to payoff Ogre to come squash intruders.  I thought "yay, TPK!" But was denied when they scared away Ogre's molemen support. Clearing way to encircle Ogre while it was being distracted with bribes. Scratch one Ogre.  The molemen fearing these powerful new killers offered them tribute.  Which party deftly parlayed into installing themselves as the new "Ogre" and extracting a great deal of good intel on the caves while feasting with the moleman king. Intel they put to smart use.

Next they go to town and spend all their ill-gotten loot on better armor, potions and a couple of war dogs, "Gwar" and "Fluffy". Which, back at the caves, they use to lead charge into the "blue line" orc cave.  Quickly slaughtering 4 piggies in first guard room, then 4 more in second guard room.  Then wisely withdrawing as the orc lair "awakes" and a large force of pig men assemble to deal with the interlopers. On the way out they yell insults and claim the slaughter to be paid for by the "red triangle" aka orcs from next cave over.

[Aside on "orcs": Properly called pig men and derogatorily as porkers. Which common folk shortened to 'orkers, then ork, which eventually got misspelled as orc. Bam! Pig-faced for a reason.]

Of course party bee lines for the "red triangle's" cave with fresh "blue line" bolt they pull from Shitpant's chest for incrimination with goal of inter-tribal war.  Well long story short, Sparkles Charm spell works this time and on the "red triangles" chieftan. Being an orc chieftan it was not hard to convince him of "blue line" treachery, the need for revenge and to whip him into a frenzy.  He declares  a "war party" and some 20 red triangle orcs with players close behind head over to to teach the blue lines a lesson.  Well big battle later only a few orcs and one porker chieftan remain alive.  Of course, that is when Chuck drinks a potion of heroism and shortly thereafter no orcs and zero chieftans have survived  Player character duplicity at it's finest.

BTW I awarded xp for all dead orcs no matter if characters killed them or not.  To my mind characters were directly responsible for their "defeat".  Besides if successfully enacting the "Fist Full of Dollars" plot ain't worth xp then xp ain't worth having!


[Aside on big battle: It is boring to watch DM roll hits and record damage for 50 orcs/I really didn't want to run big battle.  Instead, I rolled 1d6 for each tribe low roll (blue lines) lost the initial melee at cave mouth.  Many of the pursuing red triangles broke off to pillage (storage room and common room full or pig women was next locations on map, seemed like the orc thing to do). I ask players if they want to pillage, find orcs to kill, follow chieftain and guard who are still charging through cave, or something else? They choose to follow chief whom they correctly surmise is hot to put an axe in the opposing chief.  I narrate a bit of chief-n-guards hacking down doors and dealing with blue line bodyguards.  This ends at "climatic" scene of red chief (his guard stripped away/replaced by characters) vs blue chief, his mate & child (which the players mercilessly slaughter before his eyes) and a few remaining blue orc guards.  Which we play out as normal combat.

So, big battle into small battle, the important one. While broad brush stroking the lessor battles. It worked well and I liked it. The key was giving the players choices. If they just wanted to grab some loot and run then the chief battle would have occurred off stage "in my mind" (and only if I needed to know what's up with orcs/local power structure cause characters were returning to caves of chaos).

If the players aren't involved it doesn't need to be determined in detail. Simple d6 vs d6 (maybe with a modifier if one side has advantage, is more numerous, etc) is all you need.]



Low points:
  • No characters died (players consistently rolled 9+ on that damn death and dismemberment table. One punk player even used his d30 roll to nie guarantee an adrenaline surge of regained hitpoints.)
  • Really, wtf! Not one single death.
  • I suck at voices. Unfortunately the main accent I channeled was "Hispanic gansta", maybe next time I'll describe molemen wearing the bandana
  • A player used d30 for damage vs Ogre, rolled a 4.  Actually that was awesome. Ha ha, in your face adrenaline rolling player!
  • Combat hirelings were a complete bomb and written off as useless.  Perhaps due to unlucky coincidence (failing first moral check) and NPC's(DM) not taking kindly to character's attitude/verbal abuse.  Not like characters needed them at all.
  • Two wardogs were killed during filming.

All in all an excellent prep for my upcoming Twelve Hour B2 Caves of Chaos Marathon on April 3rd at FLGS Dragon's Lair in Austin, TX.

Friday, March 12, 2010

ITGW B2 Caves of Chaos is Go!

UPDATE: read the Caves of Chaos Game Report

At the Austin D&D March Meetup I'll running B2 Caves of Chaos for International Traditional Gaming Week at BattleForge Games in Austin Texas March 21st! 

Classic D&D - B2 The Caves of Chaos
DM - Norman J. Harman Jr.
The thick, twisted tree trunks, unnaturally misshapen limbs, writhing roots, clutching and grasping thorns and briars all seem to warn and ward you off, but you have hacked your way through regardless.  Now you have stepped out into a ravine like area.  The dark, streaked rock walls rise rather steeply to either side to a height of about 100' or so.  Clumps of trees grow here and there.  At varying heights on all sides of the ravine, you can see the black mouths of cave like openings.  The sunlight is dim, the air dank, there is an oppressive feeling here.  A flock of ravens rise croaking from the ground, the beat of their wings and their cries magnified by the terrain to sound loud and horrible.

You know that you have certainly discovered the Caves of Chaos.


Come play one of the originals, B2 Caves of Chaos, perhaps the very module you or your father learned how to play D&D with.  Test your mettle vs the evil denizens of the caves.  Face and defeat molemen, kobolds, orcs, zombies, ogres, warangatangs, and the dreaded Owlbear.  Do you have what it takes to survive?  Can you clear out the caves and bring Law to the wilderness!?

Fast & fun, few rules, very easy to learn.  New players encouraged to join in the fun.  Everyone welcome.


I'm running this one-shot to celebrate International Traditional Gaming Week, http://www.traditionalgaming.org/targa-itgw-2010.html.  And also as a prelude to my 12 hour B2 marathon April 3rd at FLGS Dragon's Lair in Austin, TX.  The attentive will note some alterations to B2; molemen, warangatangs? What can I say I like Traditional Games but I'm not very traditional.  Gotta mix some mutant future.  Also, changed up the caves to keep them fresh and challenging to those who have trod all over the original caves.

Thursday, March 4, 2010

Isomorphic Caves of Chaos

[UPDATE: I'll be running this for ITGW March 21st and again for a 12 hour marathon on April 3rd.  see post.]

Isomorphic (is that the right term?) maps have captured my attention since first time I saw one. I forget were, Don't think it was Ravenloft which I never owned. For my upcoming International Traditional Gaming Week B2 marathon I decided I'd try and make an isomorphic version of The Caves of Chaos.

Here's (part of) my 1st draft.


The original "can't copy me cause I'm blue" map.


I got tired of trying to count squares so just started where it seemed right. Irregular caves are hard to draw at an angle. Ran out of space for the temple and some parts of are more non-euclidean than isomorphic. Could make it work by shifting up and to left, squishing the far left stair/dungeon a bit. If I were to finish this I'd ink it up, mark traps and bits and then probably write on the map (in pencil) the room contents/encounters. I like running straight from marked up maps rather than having to refer to module write-up.

I like how it turned out. But, I think I'm gonna use Hackmaster's version of B2 for the marathon. Its map is much larger and has more depth/options than the small, mostly linear lairs of B2. It also has many more prisoner/slaves making that option of introducing new players much more likely. It's maps aren't very multi-level and are too big to fit on my iso paper so little reason to make iso versions of them.

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