Showing posts with label fun-school. Show all posts
Showing posts with label fun-school. Show all posts

Friday, September 23, 2016

Barrowmaze For 5th Edition


I've bought the original Barrowmaze, Barrowmaze II, Barrowmaze Complete and loved every single one.  The concept is original and executed brilliantly. Maps are huge, beautiful and interestingly complex in the non-linear, fun to explore way. The art is great and complements the story, descriptions, encounters and details of the dungeon which is dripping with evocative detail.

I've only be able to run a dozen or so sessions of players through the Barrowmaze.  Mostly because the pool of face-to-face old school gamers is fairly limited. I'm stoked about a version for the hoards of 5ed players that crowd several FLGS couple nights a week in my area. And while I could convert it myself, or on the fly, I'd rather spend that energy in running the thing, consternating and delighting my players. Plus Stan Shin was one of if not the first to post 5ed conversion notes/system (which I've used and approve of). I have confidence Barrowmaze 5th ed conversion will be done well.

The Megadungeon 

The core of Barrow is a vast megadungeon. The content is broken up into sections so you can dive into the adventure without having to read the entire book first. The megadungeon content includes:

Over 600+ dungeon rooms
  • 36 lavishly illustrated player handouts (each referenced in the text of the megadungeon itself) 
  • A dedicated monster section each with individual illustrations 
  • New magic items and spells 
  • Random Encounters 
  • Patron Generator 
  • Random tables for Dungeon Dressing, Graffiti, Runic Tablet Results, Dungeon Restocking, Sarcophagus Contents and more! 
  • Random Crypt Generator to create your own Barrows 
  • Enough old-school content for literally years of gaming!

Monday, March 9, 2015

Christmas in March

I've been too busy playing games, DCC, 2ed, ODD with various board, war, and miniature games stuffed in between. But wanted to spread the word that the spectacular flood (over 300pages) of DIY greatness has arrived.  [quick browse I'm really impressed with the production quality. Really lot of work and great job done by the santicore team] 




My Galdr Rune magic is here.

Monday, October 13, 2014

Quick, Grab Some Wonderful Weirdness from the Heart of Texas

I of course reference the Slumbering Ursine Dunes Kickstarter. Straight outta Hill Cantons! San Antonio area home campaign.

I, upped my pledge to "The Brad" level (The Full Brads had already sold out) after they, The Hydra Collective LLC, a newly-formed worker-owned company that aims to serve as a publishing vehicle for the DIY/Old School(ish) side of the rpg hobby, were nice enough to acquiesce to my overbearing demands and post the point crawl map preview cause I was working on point crawl of my own.

 


The Kickstarter has already blown past funding and several stretch goals. Funding now, you are guaranteed plenty of bonus loot. But, don't dither, delay, or dally, project is now in last couple days.

Btw congratulations to the whole crew. Some of whom I know. Which you may think influences my support their Kickstarter. But, I know lots of people and I'm not blathering on about all their Kickstarters. Besides Hydra Collective are a bunch of drunken louts, .

There are previews of the complete text are posted in various updates like this one describing the 5th Stretch Goal. Check out this side view, an unrelated work by one of the projects artists. Wow! It's like Old School version of Richard Scarry.


Damn, I knew this project was gonna be cool and haven't been following it too closely (busy playing games). But looking over things to write this up. I'm getting really excited about this KS. And impatient to get my grubby paws on this. 

Friday, August 8, 2014

Classic 5ed - Classes

Classic 5ed in style of 70's and 80's D&D. Gritty, dark, "swords and sorcery", when elves were fighter/wizards and dwarves didn't dabble in the dark arts. A few changes and restrictions to 5th Edition Basic Rules to instill a particular flavor and style on the game I run. Demonstration of how easy it is to and encouraging others to make 5ed their own.

Classes and multi-classing are limited by race. Standard Ability requirements (15+ in Ability) for multi-classing remain. Humans, Dwarves Elves, Halflings and 1/2 Orcs are playable races. Fighters, Clerics, Wizards, Rogues with Rangers and Druids for Wood Elves only after PHB is released.

Basic D&D 5th Edition PDF


One thing I desire in a RPG is fast (preferably 10min or less) character creation. Partially for ease of new players and fast start up. But, also the style I often run there's occasionally is the need to roll up a new character ;) So, I really dig 5ed's choice to delay many character decisions to 2nd level. But they didn't g do it consistently.  Namely Clerics shouldn't pick Domain until 2nd level. And Fighters should likewise delay Fighting Style choice until 2nd level. These two in particular, give time for the player to grow into their character, experience the mechanics and game play before being forced to make important decisions.

The only other changes to classes are to remove social skills, add several more skill options* and the various race/class restrictions. Oh and wizard spells are mostly determined randomly (cause magic is strange, barely understood, and wondrous).

* In classic play you differentiate your character by how you play them. Overly restricting skills conflicts with the player's control over that.  For instance want to be a "paladin", give your fighter knowledge Religion and be righteous. Mostly allowed everyone to take "mental" skills.  I might still go with no skill restrictions. But for now, ruled on a case by case basis.



Cleric

  • All races except Elves may be clerics.  
  • Divine Domain is selected at 2nd level.
  • Choose two skills from Arcana, Athletics, History, Investigation, Medicine, Nature, Perception, Performance, Religion, and Survival.

Fighter

  • All races except Wood Elves may be fighters (wood elf fighters are rangers). Dwarves and Halflings may be multi-classed Fighter/Rogues High elves may be multi-classed Fighter/Wizards.
  • Fighting Style is selected at 2nd level.
  • Choose two from Acrobatics, Animal Handling, Athletics, History, Medicine, Nature, Perception, Performance, Religion, and Survival.

Rogue

  • All races except High Elves may be Rogues. Dwarves and Halflings may be multi-classed Fighter/Rogues. Half-Orcs may multi-class one or more levels of Rogue.
  • Choose four from Animal Handling, Acrobatics, Athletics, History, Investigation, Medicine, Perception, Performance, Sleight of Hand, Stealth, and Survival.

Wizard

  • Only Humans and High Elves may be Wizards. High elves may be multi-classed Fighter/Wizards.
  • Literacy and Choose two from Arcana, History, Investigation, Medicine, Nature, Performance, and Religion.
  • Starting spells and cantrips are randomly determined.
  • One of the 2 spells gained per level is randomly determined. The other may be selected by player.
  • If an already known spell is selected randomly the player may then select a spell.
  • Player must create a unique, personalized name and manifestation for any and all spells they select. e.g. "Norm's Noisome Natterings" / Confusion.



Thursday, August 7, 2014

Classic 5ed - Halflings

Classic 5ed in style of 70's and 80's D&D. Gritty, dark, "swords and sorcery", when elves were fighter/wizards and dwarves didn't dabble in the dark arts. A few changes and restrictions to 5th Edition Basic Rules to instill a particular flavor and style on the game I run. Demonstration of how easy it is to and encouraging others to make 5ed their own.

Classes and multi-classing are limited by race. Standard Ability requirements (15+ in Ability) for multi-classing remain. Humans, Dwarves Elves, Halflings and 1/2 Orcs are playable races. Fighters, Clerics, Wizards, Rogues with Rangers and Druids for Wood Elves only after PHB is released.

I don't really like halflings. Cause, not on Middle Earth. And shouldn't even include them. But it seems that every group has that guy who has to play Bilbo the Halfling Rogue. So, standard PHB with class restrictions and fixed starting equipment.


Halfling

 - Re-roll 1's
 - Advantage on saves against fear.
 - Move through space of any bigger creature.
 - +2 Dex


Halfling Starting Equipment
  • (a) Leather armor or (b) Ring mail
  • (a) 2 weapons for which you are proficient or (b) 1 weapon and shield
  • Sling and stones
  • Pick two; Holy Symbol, Thieves' Tools, Bell, Cask of beer, Fishing Tackle, Iron Pot, Soap, Signal Whistle
  • backpack, bedroll, mess kit, 10 torches, tinderbox, 10 days of rations, waterskin, 50 feet hemp rope.

 Lightfoot

 - Only Cleric, Fighter, Rogue or Fighter/Rogue multi-class (must alternate levels)
 - +1 Cha
 - hide behind big'uns

 Stout

 - Only Cleric, Fighter, Rogue or Fighter/Rogue multi-class (must alternate levels)
 - +1 Con
 - Advantage on saving throws against poison and resistance against poison damage.

Wednesday, August 6, 2014

Classic 5ed - Half Orcs

Classic 5ed in style of 70's and 80's D&D. Gritty, dark, "swords and sorcery", when elves were fighter/wizards and dwarves didn't dabble in the dark arts. A few changes and restrictions to 5th Edition Basic Rules to instill a particular flavor and style on the game I run. Demonstration of how easy it is to and encouraging others to make 5ed their own.

Classes and multi-classing are limited by race. Standard Ability requirements (15+ in Ability) for multi-classing remain. Humans, Dwarves Elves, Halflings and 1/2 Orcs are playable races. Fighters, Clerics, Wizards, Rogues with Rangers and Druids for Wood Elves only after PHB is released.

Campaign setting happens to be adjacent to the Beast Kingdoms (full or humanoids of all sorts) and in city which is accustom to seeing Orc and other Beast races as slaves and mercenaries.  So, figured 1/2 orc fit.

Basic D&D 5th Edition PDF

Half-Orc

Half-Orcs are a beast race and widely disliked. Brutish, short-tempered and typically short-lived. Half-Orc race represents both the offspring of human and orc as well as the smartest, least bestial full-blood orcs.

Only Cleric, Fighter, or Rogue. May take levels of Rogue with either Fighter or Cleric.

 - Disadvantage to Charisma checks with Halflings, Elves, Dwarves and humans unaccustomed to beast races.
 - +2 Str
 - +1 Con
 - You can speak Common and Orcish.
 - Darkvision


Half-Orc Starting Equipment

  • (a) Leather armor or (b) Ring mail and Shield (if proficient)
  • (a) holy symbol or (b) thieves' tools
  • 2 light weapons you are proficient with
  • 2 melee weapons you are proficient with
  • 1 ranged weapon you are proficient with
  • backpack, bedroll, mess kit, 10 torches, tinderbox, 10 days of rations, waterskin, 50 feet hemp rope.


Tuesday, August 5, 2014

Classic 5ed - Elves

Classic 5ed in style of 70's and 80's D&D. Gritty, dark, "swords and sorcery", when elves were fighter/wizards and dwarves didn't dabble in the dark arts. A few changes and restrictions to 5th Edition Basic Rules to instill a particular flavor and style on the game I run. Demonstration of how easy it is to and encouraging others to make 5ed their own.

Classes and multi-classing are limited by race. Standard Ability requirements (15+ in Ability) for multi-classing remain. Humans, Dwarves Elves, Halflings and 1/2 Orcs are playable races. Fighters, Clerics, Wizards, Rogues with Rangers and Druids for Wood Elves only after PHB is released.

Basic D&D 5th Edition PDF



Elves aren't just another "race", humans with pointy ears. I'd go with what players come up with, but I see them as androgynous, indifferent alien, fey not bound by the physics of this world. Elves of Old England and grimm fairy tales. I'm of the opinion that elves don't eat, hence no rations. At least they don't require sustenance. Although they might enjoy a death cap and human baby roast for mid-summer's feast.

Elves

Elves are haughty, aloof, and otherworldly. They distrust humans, dislike dwarves, loath beast races (1/2 orcs, orcs, goblins, etc.)
 - Disadvantage on Charisma checks with non-elves.
 - May not cast spells which require willing target on nor use Help action to aid Dwarves or any beast race.
 - Automatically pass literacy checks with Elvish and Common.
 - Darkvision
 - Proficiency and Advantage on Perception Checks
 - Advantage on saving throws against being charmed
 - Immune magical sleep.
 - +2 Dex

High Elf

Only Fighter, Wizard or Fighter/Wizard multi-class (must alternate levels).

 - +1 Int
 - Proficiency longsword, shortsword, shortbow, longbow
 - Know one random Wizard Cantrip
 - Know an additional normal or esoteric Language.

High Elf Starting Equipment

  • (a) Elven Chain Shirt (14AC + max 2 Dex modifier) or (b) Elven Leather (12AC + Dex modifier)
  • (a) Shortbow and 20 arrows or (b) an arcane Focus (rod, staff, wand, crystal, orb, skull, juju bag, etc.)
  • Dagger and Longsword
  • Pick two: Artist Tools(pick), Book, Flask of Wine, Ink and Paper, Perfume, Scroll Case, Referee's Elf's are weird random thing.
  • Fine Clothes
  • 2d4*x10 gp


Wood Elf

Only Druid (of moon), Ranger, or Rogue

 - +1 Wis
 - Proficiency longsword, shortsword, shortbow, longbow, Survival
 - Hide when only lightly obscured
 - Advantage on Stealth Checks in natural surroundings

Wood Elf Starting Equipment
  • (a) Elven Chain Shirt (14AC + max 2 Dex modifier) or (b) Elven Leather (12AC + Dex modifier)
  • (a) Longsword or (b) 2 Shortswords
  • Dagger, Longbow and 40 arrows
  • Pick two: Bell, Flask of Wine, Leatherworker tools, Musical Instrument, Woodcarver tools, 50ft Silk Rope, Referee's Elf's are weird random thing.
  • Waterskin

Monday, August 4, 2014

Classic 5ed - Dwarves

Classic 5ed in style of 70's and 80's D&D. Gritty, dark, "swords and sorcery", when elves were fighter/wizards and dwarves didn't dabble in the dark arts. A few changes and restrictions to 5th Edition Basic Rules to instill a particular flavor and style on the game I run. Demonstration of how easy it is to and encouraging others to make 5ed their own.

Classes and multi-classing are limited by race. Standard Ability requirements (15+ in Ability) for multi-classing remain. Humans, Dwarves Elves, Halflings and 1/2 Orcs are playable races. Fighters, Clerics, Wizards, Rogues with Rangers and Druids for Wood Elves only after PHB is released.

Basic D&D 5th Edition PDF

Mountain Dwarves

Dwarves are insular, secretive, and paranoid.  They distrust everyone, strongly dislike elves, loath beast races (orcs, goblins, etc.)

Only Cleric, Fighter, Rogue or Fighter/Rogue multi-class (must alternate levels).

 - Disadvantage on Charisma checks with non-dwarves.
 - May not cast spells which require a willing target on nor use the Help action to aid Elves or any beast race.
 - May not be a willing target of any Wizard Spell.
 - Advantage on saving throws against wizardly magic and resistance against magical damage.
 - Advantage on saving throws against poison and resistance against poison damage.
 - Stonecunning proficiency and advantage on history stonework, detect slopes, stone traps, depth underground and the like.
 - Automatically pass literacy checks with Dwarvish and Common.
 - Darkvision
 - Proficiency with Light and Medium Armor
 - Proficiency with battleaxe, handaxe, light hammer, warhammer
 - Pick one tool proficiency: smiths, brewers, or mason
 - +2 Con
 - +1 Wis or +1 Str
 - +1 hit point per level


No Hill Dwarves. [wisdom bonus meant every dwarf cleric would be a hill dwarve, which just annoyed me.]

Starting Equipment

  • (a) Chain mail or (b) Ring mail or (c) Studded Leather
  • (a) Battleaxe or (b) Warhammer
  • (a) Lt Crossbow and 20 bolts or (b) 2 hand axes and shield
  • Pick two; Holy Symbol, Thieves' Tools, Caltrops, Climber's kit, Crowbar, Grappling hook, Miner's Pick, Shovel, Steel Mirror, Sledge Hammer, Cask of Ale
  • backpack, bedroll, mess kit, hammer, 10 pitons, tinderbox, 10 days of rations, waterskin, 50 feet hemp rope.

Friday, August 1, 2014

Classic 5th Edition

The world is not leveled to the player characters. Death is possible and so are great rewards. Until one "learns the ropes", caution and caginess are wise attitudes. Magical items are uncommon and not normally purchasable. The ability to cast spells. Most priests are humble servants or charlatans. Only a select few are granted the miracle of spell casting by their gods. Wizards are reclusive, feared, disturbers of the peace. Elves and Dwarves are alien, and indifferent to the follies of man.

Classic meaning in style of 70's and 80's D&D. Gritty, dark, "swords and sorcery", when elves were fighter/wizards and dwarves didn't dabble in the dark arts. A few changes and restrictions to 5th Edition Basic Rules to instill a particular flavor and style on the game I run. Not claiming any sort of superiorness. Really just showing how easy it is to and encouraging others to make 5ed their own.

Basic D&D 5th Edition PDF

Most of the flavor is in the races and classes (future blog posts). Below are some general house-rules.

Encounters

Every encounter starts with a reaction (Charisma Check) from one of characters in front rank. This check will guide NPC actions (flee, wait, parlay, attack) if they have surprise or initiative. Or, reactions to PCs friendly or neutral actions.

Group Initiative

Based on situation, their abilities, etc. Referee will split Character opponents into one or more groups and determine if each group acts before or after the PCs. E.g. slow zombies always act last, flyers and mounted act first, etc.

All Player Characters act together in any order they decide. Rarely the Referee may designate some PCs as being particularly slow or quick and place them in a separate group that acts independently.

[I have found few things that are as confusing, time wasting, in conflict with player desires, requiring all sorts of patches (delay, ready), and adding so little fun as d20 every round initiative. Having players act together also promotes teamwork and planning. FFG StarWars has interesting "middleground".]

Resting

Long Rest: Must be uninterrupted and truly restful. Including fire, warm food, relative comfort and safety. "Roughing it" unprepared or holing up in a random room of the Dread Dungeon of Doom ain't cutting it.

[The intent here is to not bring back "5 min workday" but rather provide Referee with option to have a stretch of dangerous wilderness in which characters must carefully husband resources. And return meaningfulness to the choice "press on for one more room or go back to town?" And / or treat dungeon complexes as Mythic places that must be escaped rather than napped in.]

Damage and Death

Consequences of  death / near-death: Brought back from death suffer permanent loss of one point of randomly chosen Ability. Two failed death saves, suffer permanent loss of one point of randomly chosen Ability. [Death doesn't have to be permanent, but it should be feared and avoided.]

Attempting to Knock Out: [Probably overcompensating for how annoyed I am with Pathfinder "subdual" damage"]
  - Attack with disadvantage unless using a Bludgeoning weapon.
  - Intelligence check required on final blow to avoid "accident".
  - Some creatures may resist (Con save). Some creatures will be immune to knock out damage.

Falling is deadly. Damage is cumulative: 1d6, 3d6, 6d6, 10d6, 15d6, > 50' auto-death.

Suffocating is too deadly. Not sure how to make it less so.

Spells

Magic is dangerous. Almost any mechanical method to avoid that will be ignored. e.g. Evoker school's ability to shape spells to avoid hurting friends. No. You must actually plan, communicate, and execute in game tactics.

No such spell as Identify.

Spare the Dying: provides 1 successful death save, not auto-stabilize

Probably no standard spell to revive the dead. 

Fireball is volumetric, similar with Lighting Bolt.

No Backgrounds

Instead make your own background; Pick one skill or tool proficiency and one language proficiency. Optionally select a profession.

No Feats


Skills

Referee will never call for a Social Skill check, role-play instead. Charisma checks will come into play often. Primarily in form of encounter reaction checks. [Social skills destroy games. Esp with explicitly called out Description based role-play they add nothing but boring, binary dice rolls. While robbing game of it's most unique feature, interaction.]

  - No Deception(Cha)
  - No Insight(Wis)
  - No Intimidation(Cha)
  - No Persuasion(Cha)

Literacy Skill
Literacy is not common. Characters must pass an Intelligence check to read or write a given piece of text. This skill allows you to add proficiency bonus to this check. Dwarves, Elves, and Wizards automatically pass this check for Common and their native language. There are several setting specific languages.


Wednesday, February 12, 2014

OwlCon 33 Old Skool Revolution


Only a couple more weeks and I'll be heading to Houston. Specifically to Rice University for OwlCon from Fri to Sun, Feb 21-23.  OwlCon is one of Texas' great game conventions and my third time attending  (OwlCon29 / game recap, and again for OwlCon30). Owlcon 33's theme is "Old School" which was enough to bring me back once more.

I signed up to run a couple games...

Caves of Chaos Sat 8:00pm

A reprise of my Labyrinth Lord debut at OwlCon 30.
Kill'm and take their stuff like they did in 1980, old school style. Can you survive the classic module "B2 Keep on the Borderland"? Quick, simple, fun, familiar rules. Gets us to the action, and of course loot faster. Join us and roll some dice! New and experienced players welcome. Latecomers welcome.

The Mutant Future! Sun 10:00

Centuries ago, the Ancient World ended in a swirling storm of nuclear fire, toxic bio-weaponry, and global upheaval. But life survived, albeit changed and warped. Mutants and humans live side-by-side in the ruins of Ancient civilizations. Twisted creatures roam the radioactive wastes, and poisonous storms scorch the lands. This is the Mutant Future! Old school Gamma World Retro-clone. Fast, fun, easy rules. New and experienced players welcome.

Other interesting (i.e. old school rules) rpgs at OwlCon

A Parliament of Owls (Andrew Solberg) Labyrinth Lord

Assassination at Grenton (Robert Chadwick) Cyclopedia D&D

The Breeking Pits of D'Nall Kalthurion (Doyle Tavener) DCC

Death on Signal Island (David Dnonhoo), The Haunted Halls of Eveningstar (Roy Williams), Old School AD&D (Steven Bryant) AD&D

The Dread Crypt of Skogenby (Roland Cooke) Torchbearer

Where's Harlod the Hedge Mage? (Mark Chance) Swords & Wizardry

Along with many miniature, board games and other events.


pre-reg ends Feb 14


See you there!

Wednesday, April 3, 2013

Wondebus

[I had forgotten where I first sawWonderbus, from Sorcerer Skull.]

This odd, gleefully embellished blunderbus has a brass dial affixed to its side, within handy reach of a "trigger".  Something most blackpowder weapons lack and which allows the Wonderbus to be fired without a punk. This dial my be turned by action of the thumb to one of with two settings:

"Magic" which is used to expel, considerably further afield than one may throw, Boom Boom Balls (mundane black powder grenades, area effect damage, blast open doors, etc).  Or, if blessed with possession of such, to fire the scarce and extraordinary ammunition constructed particularly for this singular arm. These shells have the appearance of large, 1", marbles of varied hues and patterns. Colloquially known among baser adventures as "balls".

"More Magic" a selection, I implore, the wielder make only after rigorous deliberation with their compatriots who will likely be pressed into handling the aftermath of its emanation.  Or, alternatively, every freaking chance you get.  Numerous effects of this stupefying setting have been cataloged.  Most are jovial or amusing nature, many adversely impacting the target, only a few alarming or dangerous to oneself.  The single, reoccurring outcome is the conjuration of copious glee within the Referee.  Roll d1000 and consult your local "Chart of a 1000 Ridiculously Entertaining Magical Effects" 


Some known Wonderbus "Balls":

  Red, Fireball
  Blue, Lighting
  Green, Stinking Cloud
  White Threads, Web
  Black, Sphere of Annihilation
  Purple / Yellow Spiral, Confusion
  Translucent Whiteish, ice-storm
  Clear Hollow, Sphere of Force / Stasis (traps target)
  Multi Colored Sparkles, Chromatic Rays

More Magic effects seen in Gold & Glory campaign.

  Time Stasis everyone but wielder with in 30'. Which was all of party, but not pack of 25 or so Pygmy Lizards busily charging.
  Pack of Pygmy Lizards having irresistible urge to swim upstream and spawn.
  Fleeing doppleganger's last meal being forcefully expelled from its body, in both possible directions.  (The disgorged Pantherman parts, fortuitously tipped off party who this gang of shapchangers ate and replaced, thus avoiding souring an advantageous alliance).
  Spewing several chickens, non-blessed, at the urbane ghasts of Dwimmerhold. Who found it rather borish behavior.
  Caused several slimes to cavort merrily.




Wednesday, October 10, 2012

Players Have the Choice to Ignore Empty Rooms

[I usually resist joining in on blogosphere esp "OSR" blogsphere shit storms.  They're boring, and 99% chance someone else has already said what I was thinking.  Which may be the case here.  But, I just  commented on http://discourseanddragons.blogspot.com/2012/10/empty-rooms.html and http://www.howlingtower.com/2012/10/keeping-your-balance-on-power-curve.html. Both comments rang true as one of my "fundamentals" of the style of RPG I like to play these days.]


Players have choice, even more so in sandbox, non-linear megadungeon. No one forces them to spend time in any room or even to open the door to any room. If they chose to spend 3 hours in/out of game time searching and futzing with every brick in wall and piece of garbage they have no one to blame/thank other than themselves.

If uninterested they could open door, see nothing, move on. Could even preempt "dressing description" by asking DM "Any monster, any obvious loot? No, we close door.

I've personally witnessed many people accustomed to railroads and storybased games struggle when given choice. Often either doing nothing waiting for plot to advance or doing everything (e.g. exhaustively searching every room) assuming it all must be important part of plot or it wouldn't be here.

Whether a player likes sandbox or not has to do with the player (and their expectations) more than with the sandbox. This is why it's very important to explain sandbox and "train" players how to make choices. Or, help them identify sandboxes just aren't the type of game they like and live and let live.


I was skeptical at balance, you lost me at "monster power curve". [context]

RPGs aren't games that require or benefit from "balance" or even rules in the traditional sense. they have an intelligent, adaptable referee who will outperform any set of rules or mechanisms hoped to provide balance. The referee is not just another player, they are the game. I don't mean that in an egotistical way. But rather referees are what distinguishes a RPG from say an adventure boardgame or an MMO themed skirmish game.  And those are fun types of games. They aren't RPGs.   (Miss)using the label leads to mis-matched expectations and shit-storms like "Are empty rooms teh Awesome!".

Thursday, June 28, 2012

Friday, May 25, 2012

DCC RPG Opinions part 1

Omg this game is so awesome I don't mind
being chewed on.
I'm predisposed to like DCC RPG, I'm biased, Troll and Flame was mentioned in Appendix O! [Thanks for that!  I hope my blog has actually been worthy of honor].  As stated in this post's title these are my opinions, not a review and certainly not a fair or balanced one.


I very much like the phrase "Appendix N Gaming".  It will not, but, I wish it would supplant "OSR" as a tagline.  It is narrower in scope and far less vague.  Leaving little space for endless arguments over its meaning and whether this or that blog/game/foo is part of it or not.  Less baggage around "old", "nostalgia", and other connotations rightly or wrongly piled on OSR.


First Bits

The DCC RPG is aimed more or less exactly at me.  That is, at gamers who like a particular type of RPG (they may not know they like it yet and it's probably not the only type they enjoy).  DCC RPG is not universal.  It has style, it oozes atmosphere, it is opinionated.  What I'm trying to get at is, if you don't like dead cow it doesn't matter how awesomely delicious a steak is, you won't enjoy it.  But, if you've never had good beef, you should try it.  At least once.  DCC RPG is Kobe Beef and oh so juicy.
  • Holy 450+zillion pages! I'm firm adherent of the cult of "less rules is better rules".  Any ruleset should be 32-64 pages.  The bulk really put me off. [Although it's amazing and kudos for staying $40, a bargain for such volume and production quality]  I was mollified by; so much art proly adds 50-75 pages, ~175 pages are spell charts, minus other charts, included adventures, appendixes, monsters, magic, and mayhem. Really ~100 pages of PHB rules.  
  • I have a new appreciation of several artists.  Of the many featured in this book, only one has a style that is not to my liking.  But, none of it is even close to bad.  It all works, fits in, and supports the atmosphere of the game.  Overall superlative art direction.
  • Color end sheets are keen.  Proof, above detail.
  • The qualifications, pg 10;  I dig the intent (and need) and I'm a demanding and harsh guy.  Still, for the first text presented to reader this was too (the right word escapes me... harsh/elitist).  The facing artwork of party being incinerated is apt.
    Book be flamewarring the reader.
  • The next page "How is this game different from what I have played before?" is heaps better.  Excellent in fact.
  • When first exposed to DCC RPG (beta or some preview) I thought "Hey, stuff to steal for my own game."  Now, I'm absolutely wanting to play this thing, as itself, in totality.
That defiant guy with the fist, "Damn you, damn you all to hell!"

Chapter 1 Characters

The very first words of chapter are "You're no hero."  Nailed it.  The foundation on which Appx N Gaming is built. It's the core differentitor of this style.  Hopefully avoiding any author aggro, I'll quote the remainder in its entirety, as it's excellent.
You're an adventurer:
a reaver,
a cutpurse,
a heathen slayer,
a tight lipped warlock guarding long-dead secrets.

You seek gold and glory,
winning it with sword and spell,
caked in the blood and filth of the weak, the dark the demons and the vanquished.

There are treasures to be won deep underneath,
and you shall have them...
Bam! you are gonna be this, you are gonna do this, and you are gonna get this.  Who, what, where, and why.  I read (I think at B/X Blackrazor) about how Basic D&D told you what you were suppose to be doing and some other RPG didn't.  Or, maybe other way round.  Whatever.  Point is, this kind of prose mixed with evocative art is far superior to the boring and probably confusing "What is roleplaying?" / "What is an RPG?" drivel so many weaker games start with.  Even when I *am* roleplaying, I give a rats ass about roleplaying.  I'm too busy reaving, man!  Grabbing that sweet EHP headdress before the damn thief gets to it.

Multiple 0-level, classless schmucks. Aka untrained, uneducated peasants.  I can get behind that!  In most my campaigns "untrained and unemployable" is my excuse for not having a "skill system" and why people with little more than a sharp stick go poking around dungeons.  The explanation of how random character generation works and enjoining to try it are good additions.

Dice chain. I dig it. But why, oh why fuck it up and have modifiers too.  Don't be a flip-flopper choose one or the other.  Yes, yes I know there's not enough granularity, who cares!  Does it make game more fun?  Does it make it more Appx N? +1 ain't worth the math.  But, shunt me up to d24, I get to use the funky die and I could roll awesome! You expect me to remember that invisible is +2 to attack, but squeezing through a tight space is -1d, blinded is +2, entangled is -1d, many others.  Or, even worse break game flow to look it up.  A'never gonna happen, Joe.   I play too many different games and have much more interesting things to remember than how their fiddly bits differ.  Bad thing, -1d.  Good thing +1d.  Done.

Renaming abilities, sure, whatever, the old names aren't that clear.  I already use Charisma very much as Luck is described.  Favor of the gods and all that.  Luck is extremely important element of Appx N stories.  B/X style modifiers, the same for all stats.  Logical and consistent.  Not that I care about those they just make it easy to remember ;)

Very keen on Table 1-2 Luck Score which gives players a unique and random bonus/penalty.  This is the kind of detail / rule that adds flavor and fun without bogging down game (as it's only done once, it's not a min-max tool's tool.).  Like Jeff Rients' deck of starting equipment and the various "Some fighters have..." tables.

Burning luck, I'm against it based on experience with similar mechanics, but, will reserve final judgement until after running several games.  The trope, "thieves are lucky", bugs the poop outta me (thieves and halflings renew burnt luck).  This proly only pertains to me. I'm rather down on thieves and halflings.  Firmly of the view that thieving is what all the players do and is not a class, Conan was a non-thief thief.  Do not argue with Conan. And, halflings are just short!

Saving throws: after much running of 3.5, Labyrinth Lord, OSRIC, and homebrew that is closest to Swords and Wizardry I firmly believe that more than one saving throw is superfluous complexity.  Which has been dragged along for nostalgia (the five) or misguided attempts at balance and/or simulation (the trio).  I was outraged at and claimed, possibly on this very blog, I'd never use S&W's one save system, ludicrousness!  Having used it (and the others), all recently, righted me of my wrong ways.  I'm leaning towards running DCC RPG as written, which means using the extraneous trifecta (Fort/Will/Ref).  It will be hard.

Roll for starting equipment and starting equipment is meager.  Both correct.  Fast start, immediate need to go 'venturing, clawing a character up from nothing is the ultimate accomplishment.  Trade goods and the other bits (I've read ahead) reinforce medieval peasantry milieu without straying into historical pedantry.

XP for surviving encounters.  I've not seen this elsewhere.  It is massively elegant.  The optimal reward to guide "smart" and "natural" behavior.  Players have been trained to kill everything that moves (by computer games, ill-conceived rewards (XP for slaying monsters), life).  XP for treasure, I see now, is a half measure.  I'm very curious how well strictly encounter based pass or fail XP will work.  I fear not totally.  Players are very obstinate in their belief that slaughter == XP.

In DCC there is no incentive to stick around until TPK.  Run like the wind as soon as encounter tilts south.  No incentive to slaughter to the last orcling.  Players may still do it but it will be a choice, and a choice as DM I'll feel less douchey applying consequences for.  A (good) reason, same reward for less effort/risk, to figure out how to sneak, fool, non-frontally assault, etc. an encounter.  It cleanly works for tricks, traps, puzzles, even NPC encounter / roleplay if that's your thing.

I can imagine whole series of encounters "at the King's court".  You can, of course, provide "roleplay" awards with other systems. But, it always seems a bit wonky, too arbitrary, hacked on.  Or, like the only choice of someone's precious, pretentious, story telling game.  And always, lurking in the back's of players mind is "Sure if we 'correctly' parley with the King we'll get some xp. OTOH we could just wack the geezer for a ton more."

Chaos, Law, Neutral pick your pleasure.

Chapter 2 Skills

Oh noes! A whole chapter on skills.  I hate skills.  They're never complete and always fiddly.  Only three possibilities exist:  Can do it, it's done.  Can't do it, sorry come up with another idea.  Chance of failure or negative consequence would be interesting, roll and we'll see.  That's called adjudication, don't need no stinkin book telling me how it's done.

Oh snap!  Chapter 2 is all of two pages long.  Not both sides of two pages, just two pages.  Each of which is a third art. No lists of skills. No skill points. No gobs of synergies, and modifiers, and min-maxerisms.  Having noop skill chapter is sly.

DC based, d10 if you haven't a clue, d20 for trained, ability modified.  Meh.

The Difficulty Level descriptions are Appx N appropriate and seem more useful than I remember from elsewhere.  DC 10 tasks are a man's deed, weak and unskilled step aside. DC 15 are feats of derring-do.

I appreciate the section "When not to make a skill check." But, it doesn't go far enough.  Mentioning "Only make a skill check when practical description by the players will not suffice." e.g. MacGuffin behind curtain will be found when player says character is looking behind curtain and not cause some dice got rolled.  Good.  Next "... attempting to sieve the floor [of dirt floored cave] until they find a dropped dagger, a search check may be perfectly appropriate..."  No.  If dagger is there, characters just find it.  Unless they have to find it before the Ogre returns or some otherwise interesting hoodoo.  Then, yeah, roll.  Maybe even taunting the players.  "You hear the Ogre's thumping foot steps, you may have time for one more roll before he sniffs you out."




Ok, I should probably break this up into a few blog posts.

But first, go read this astute article on zero level adventures.. http://ravencrowking.blogspot.ca/2012/04/devising-initial-adventures-for-dungeon.html

Get your own gang of four starting schlubs http://purplesorcerer.com/create.htm

Some DCC RPG resources http://peoplethemwithmonsters.blogspot.com/p/dcc-rpg-resources.html

Wednesday, November 4, 2009

The Mythic Wilderness

Philotomy's OD&D Musings (Internet Archive link, original site is down) on The Dungeon as a Mythic Underworld I believe was penned to provide a rational for the irrational old-school megadungeon (and to point out that megadungeons are more than just a holes in the ground (and to reintroduce the fantastical which has been misplaced with the systematization of RPGs)). For me it was a spiritual revelation. In that I believe it to represent the spirit of D&D (or at least the D&D I want to play). A game of Fantasy and Imagination.

Since first reading Philotomy and a few related forum threads / posts I've imagined a corollary, The Mythic Wilderness. I've struggled to get the words together and I doubt I've done it justice. But, perhaps by following Philotomy's lead a glimmer of the awesome I feel for it will shine through.


Most people stay close to home not because they are bound to the land or haven't the means to leave, but primarily, because they know home. Their village, surrounding fields and grazing meadows seem safe, at least during the day. Beyond those the land is wild. Who knows what may lurk there? People enter the woods and never return, gobbled up by goblins most likely. Wilderness is the fear of the unknown, manifest, waiting to pounce on those who stray near.

The wilderness is strange and foreboding. Full of husband seducing nymphs, witches that eat children, and fickle fey as likely to charm as curse. (or Jale men and cthulonic horrors, or spider goats and berserk robots, or ...) As for geography and ecology, the wilderness should have a certain amount of verisimilitude, but it is a wilderness: a place where the normal laws of reality give way to the supernatural. The same path does not always lead to the same destination. Time, distance, and season are as variable as a pixie's mood. A great Wyrm may prowl woods in which there is not enough for it to eat.

The wilderness is not merely rolling hills and woods speckled with lairs and random encounters, it is mythic wilderness. Fantastic, bewildering, separate and sinister. It is inimical to civilization and its sons; the wilderness, itself, opposes and obstructs those brave souls compelled to explore it.

Characteristics and philosophies of the mythic wilderness:

  • It's big, starting 1/2 days walk from villages and a few hundred paces beyond the edge of roads.
  • It is largely unknown and unmapped.
  • It's inimical to those exploring it.
  • The farther from civilization the less "natural" and more dangerous it becomes.
  • It follows its own ecological and physical rules. Justification is not required nor is it precluded.
  • It need not make geographic sense. e.g. Taking a path through the woods you might cover a hundred leagues in one day. No matter how long you travel towards the mountains you will never reach them.
  • It is not static; the inhabitants and even the geography may grow or change over time, with the seasons, on special dates, etc. e.g. All Saints Eve, Spring Equinox. If it is "colonized"(civilized) it will slowly diminish and shrink.
  • Bizarre is a flavor best sampled rarely lest it become trite. On the other hand.
  • It is not simply filler between points A and B, it can be and often should be the "adventure".
  • It is the sandbox in which characters explore.

Sunday, June 28, 2009

OMFG - Dungeon Majesty

Follow up to the Fun School Rockumentary, aka best D&D Video evar. Which just got an extra dose of awesome sauce! According to these comments by Stuart
"That video was edited by Riley Swift of Dungeon Majesty / Telefantasy Studios. The music was composed for the video by one of the guys from the Metal Band 'Crom?'."
Not sure that is the right Crom, they're a much heavier deathmetal sound than the D&D video which seems power metally. But, I do not lament nor am I a princess so, wtf do I know? This Crom is maybe the one to blame instead. Hell probably some other Crom entirely. I mean there's got to have been a couple hundred or more metal bands named Crom.

Whatever. OMFG Dungeon Mastery! A public access TV style show of four young ladies and a DM playing D&D, acting out scenes, replete with fantabously awesome type cheesy green screen, models and FX. Guess I don't get out much cause the show has started and been done a couple years now. Some images from their gallery. The show trailer and several clips below. Along with video from each Crom at the bottom. It's better than bad it's good!



http://www.dungeonmajesty.com





Snake Charm Mother Fucker!




Hotties vs Kirk!


Mor!




Power Crom!


Death Crom!


Saturday, June 27, 2009

Fun School Rockumentary

Been posted to various blogs and comments recently, tis where I saw it. But this video is way, way too awesome to not get posted again.



Made for some D&D Fan Film. This was 3rd finalist. Have absolutely no idea why this didn't win by a land slide. Maybe too many newb kids voting who have no clue and don't recognize 30 years of history. Damn kids, get the hell off my dungeon.

Saturday, June 13, 2009

Gold and Glory, but mostly Gold

I like creating campaign details such as various coinage systems used by different "powers" past and present. They provide a little touch of verisimilitude. And also, open up a great many plot hooks and questions for the players to pursue. "Why do the bandits have sacks of Gilder (the King's rival) Florens?" "Nobody will touch coins embossed with Frog Gods except maybe that sorcerer who lives off in the wilderness to the North." "Even the sage doesn't recognize these coins we pulled from the lower levels. Maybe there is more lost treasure and forgotten knowledge to be had. Or maybe it was buried for a reason."

It all started with the Dwarven system of coins is hinted at in the description of this character. Lately I've been working up details on a few coinage systems I plan to use in my next campaign.


Keeping it Real
I don't remember were I picked up this hint but it's a good one. The basic idea is to peg one gold coin (or silver if you prefer the silver standard as I do) to one dollar (or euro, rupee, whatever your local modern currency is).

1sp = $1

This makes it easy to price goods and services and in general reason about wealth. Cheap peasant meal = price of a big mac & fries $5 or 5sp. Skilled labor $25 25sp / day Cheap lodging No-Name motel $14.99 or 15sp / night. Luxury inn $100 or 10gp / night. Buy a townhome $150,000+ or 15,000gp. Some things don't translate well cause industrial economy not so much like agrarian one*. I'm not after perfect historical simulation, just want handy & useful rule of thumb.

* In truth most D&D settings esp. newer ones are far closer to modern society / economy than they are to any historical one.


Coins of the Kingdom
name         value  metal   size     notes
---- ----- ---- ---- -----
bit ~$.12 tin dime
ha'penny $.50 copper literal penny cut in half
penny $1 copper dime
tenpence $10 silver nickle
farthing $25 silver literal crown cut in quaters
half crown $50 silver literal crown cut in half
crown $100 silver lg dollar
royal $500 gold quarter aka half sovereign
sovereign $1000 gold sm dollar
baby dragon $1250 plat sm cube small cubish 1/4 size of dragon
dragon $5000 plat sm bar bar w/ dragon imprint

Increments & Equivalents
1 bit = cp $.10
8 bits = 1 penny sp $1
10 penneys = 1 tenpence gp $10
10 tenpence = 1 crown pp $100
10 crowns = 1 sovereign $1000

Heads and tails:
Many designs for coins have been minted since the Kingdom was founded. Below are the currently favored ones.

Bit's are minted by various Dukes and Free Cities and have portraits and heraldry on their faces.

Royal pennies have portrait of the reigning king and on the obverse is the kingdom's heraldry. A couple Free Cities have also been granted the right to mint pennies and they have the cities emblem on front and the kingdom's heraldry on the obverse.

Tenpences "head's" depict the great gate house of the King's Castle and the obverse portrays various events (victory, wedding, birth of heir) the King wanted to celebrate.

Crowns depict the gods crowning a king (in spirit the current one but it's too abstract to tell) and the crossed swords and shield of the Kingdom.

Royals have portraits of queens, princes, princesses, other favored family members and the kingdom's heraldry.

Sovereign has been in the past a portrait of the current king but it became burdensome to collect and remint them with each new monarch. So, now they have scepter, staff, sword (sacred symbols of rulership) and a stylized map of the kingdom on the back.

Notes:
Cutting of coins is not official practice but happens with frequency to "make change". Esp in rural, gray and black markets where access to legal exchange is problematic. It is illegal to cut gold coins. The minting of silver, gold and platinum is strictly the purvey of the King. Others caught melting, minting, or altering coins any of these metals suffer the gruesome punishment of halving hot lead poured down their throats. Various guilds have received royal dispensation to melt and smith these metals but are very closely watched.

Daily commoner coins are bits, pennies, and tenpences. Ha'penny is uncommon and tends to be found only amongst the really poor. Regular folks would rarely every see a crown and when they do they tend to cut them up into reasonable sizes, half crowns and farthings. A commoner with gold (royals or sovereigns) will attract the attention of the local authorities for how other than stealing it from their betters could such wealth enter their hands.

Tenpence, crowns, and royals are the regular coins of the wealthy. They use pennies as needed but bits and the various cut coins are viewed as too "low" to bother with. Dragons aren't normally carried. Along with sovereigns they are for wealth storage and large transactions between the very rich.


The Many Coins of the Elven City States
name         value  metal    size     notes 
---- ----- ---- ---- -----

chalkoi $.50 bronze sm dime
obolus $4 bronze quarter
drachma $25 silver quarter
tetradrachm $100 electrum quarter 4 drachm
pentadrachm $500 electrum quarter 5 drachm
octadrachm $800 electrum dollar 8 drachm
decadrachm $1000 gold dollar 10 drachm (issued to celebrate victory)
several other "denominations" of drachm have been minted in the past

Increments & Equivalents
1 chalkoi = 5cp $.50
8 chalkoi = 1 obolus 4sp $4
6 obolus = 1 drachma 2.5gp $25
100 drachma = 1 mina 250gp $2500
60 minae = 1 Talent 15000gp $150,000 (a unit of weight not an actual coin)
Heads and tails:
Elves organize themselves in to city states, much like Ancient Greeks did. Each city state mints it's own coins. Although, they all follow the same system and use standard weights and metals. Each city state embosses its coins with their own symbols, gods, leaders, and designs.

Notes:

I thought the following from the Wikipedia page was interesting...

Wage is 1 drachm per day skilled laborer

Talent mass equal to 25.992kg, as well as a unit of value equal to this amount of pure silver. A talent was originally intended to be the mass of water required to fill an amphora (39 liters). 200 rowers was paid a talent for a month's worth of work, about 4.4 grams of silver per rower per day. According to wage rates from 377BC, a talent was the value of nine man-years of skilled work. This corresponds to 2340 work days or 11.1 grams of silver per worker per workday.


The Forgotten Curious Coinage of the Dreaded Frog God Empire
Long ago cults of the Frog Demons spread from their foul swamps and created a vast empire. Although the empire has since fallen and faded from memory it's treasure remains stashed, hidden and buried deep within the bowels of the earth. But beware wealth is not all that remains of the Dreaded Frog God Empire.
name         value  metal   size     notes
---- ----- ---- ---- -----
???? $.10 tin quarter triangle shaped
???? $3 bronze quarter triangle shaped
???? $4 copper quarter triangle shaped
???? $500 gold quarter triangle shaped
Heads and tails:
All coins depict Frog Demons doing Frog Demon type things; eating sacrifices, slobbering, and the like. The "tail" of each coin is embossed with the Elder Sign.

Notes:
Value listed is the worth if melted down as normal folk won't accept triangular bits of metal embossed with froggish horrors as legal tender. Collectors and current followers of our amphibious masters would probably pay much more. Of course the latter are as likely to rend your body into fats and juices with which to lubricate their vulgar frog demon statues.

Thursday, June 11, 2009

Facing, Flanking, and Blocking

So, for wanting a rules lite game I'm sure talking about a lot of rules in this this series. I've read and do read so much RPG stuffs that all Phillip K. Dick like I forget what's mine and what I only imagined. I need to fixate in my mind how I'd like to adjudicate situations in a "rulings over rules" type campaign. The other big reason is to provide a place for people to tell me I'm doin it wrong.

Goals and assumptions: Rules-lite & slightly crunchy. Want to encourage tactics but not tactical miniatures combat, no tactical map. Although miniatures might be used to show marching order, general positions/groupings of combatants. Melee combat is abstracted and represents many (6-60) seconds of feinting, dodging and maneuvering aka "the dance". Melee is dynamic, participants are not stationary but do stay in a general area.


Facing
Is the direction a creature* is oriented towards.

Melee facing is abstracted and folded into the Flanking rules.

Ranged facing only matters when using a shield to defend against ranged attacks and is folded into Cover & Concealment. When it matters it must be declared during your initiative and lasts until your next turn. If facing is undeclared (e.g. during surprise or due to forgetful player) it will determined by logic (the DM's, not yours) or die roll.


Flanking
Is attacking from the side or rear. Either of which negates the benefits of a shield and provides a melee to-hit bonus +2 side, +4 rear. Note: attacking a totally unaware opponent garners a +4 to-hit bonus (separate from flanking). Flanking bonuses are due to not being able to clearly see attacks. Creatures with multiple eyes, > 270deg vision, special senses, special training (monks), or super speed generally provide reduced (+0 / +2) to-hit bonuses or none at all. They can still being "flanked" though, which is important when determining Blocking.

Ranged attacks do not get to-hit bonuses for flanking but may get the unaware bonus which often applies when shooting someone in the back.

In general a creature with room to maneuver can always keep a single opponent to their front. A second opponent will generally be able to attack from the side and a third could get around to the rear (4th front, 5th side, 6th rear). At most six (2 front, 2 side, 2 rear) creatures may attack a given opponent given that they are all of similar size. Attackers decide in what order they attack and thus generally decide which among them get flanking bonuses, but fast, sneaky, or tricky opponents might override that.

Two creatures fighting next to one another can keep two opponents (regardless of who those opponents are attacking) to their fronts. A third opponent would side flank. The general formula is # of creatures fighting together = # of opponents denied flanking. Fighting with friends also limits the total number of opponents that may assault you. If needed, place figures on a hex grid, max attackers = number of exterior adjacent hexes.

Two or more creatures can fight back to back or in a ring thus preventing any opponent from getting a rear attack. This is trades defense for ability to block movement. (see Blocking below)

Restrictive terrain tosses the above guidelines out of the ring and slams them with a folding metal chair. To be adjudicated on a case by case basis but should be pretty darn obvious. Ex: If you're up against the wall then 3-4 opponents max only two of which would get side flanking.

Optional Rule: Weapons with reach (pole-arms, long spears, etc.) allow 2x the number of attackers. Thus the idiot fighting alone in the middle of the room can be attacked by 6 scimitar wielding orcs and 6 Glaive-Guisarme wielding orcs.


Blocking
Is preventing opponents' movement around your position or around your defense to engage something you are defending.

In general a creature can prevent one creature from moving "past" (assuming size, speed differences are not great). [visualized in the scene to the left from "The Princess Bride". Alternatively, a creature can prevent all non-rear flanking opponents from moving through it's area. [best combined with formations or terrain.] The area for humans and the like is 5'. In a similar way a creature can defend another (deny option to attack defended by interposing themselves) from all non-rear flanking opponents. What this generally means is you can keep two opponents from moving round you, but once you face three or more they will slip by. General formula is # of creatures fighting together + 1 = # of opponents blocked. This is all "automatic", no need to declare anything, the DM will handle it.

Again terrain is were it gets interesting. When the situation is non-obvious laying it out on a hex grid is sure to elucidate. But melee is messy and fluid, best effort guess is fine as well. In general, if creatures can make a continuous line (based on their areas) between two obstacles they block all movement. Ex: Two 5' area creatures or one 10' area creature can block movement down a 10' corridor. If creatures can make a nearly continuous line but with gaps where an opponent could side flank them they block movement until overwhelmed by superior numbers (those side flankers start slipping through). One 5' creature could hold up movement down a 10' corridor, but would probably have to give up space to keep a third opponent on his side from passing.


Commentary
Simple (in practice, annoyingly hard to describe) algorithmic method to determine flanking. Given open ground, circle formation and X defenders, the attackers get X front, a side flank, a rear flank (convert to side cause of circle formation), then repeat until run out of attackers or spots for them to attack.

Ex: for one, two, and three defenders. Front, Side, Rear attackers.
1 FSR FRS
2 FFSS FFSS
3 FFFSS FFFS_ (underscore cause 3 defenders face a max of 9 attackers)


No flanking to-hit bonus for ranged. Saying ranged weapons are too fast that the feinting, dodging, maneuvering one does in melee don't apply. And inability to do the "combat dance" effectively is origin of the flanking bonuses. If you know there's missilery about, you keep your head down, you weave and hustle. It doesn't matter much that projectile death comes from behind. But, if some yahoo is standing up picking his pignose, thats the +4 unaware bonus. Again front, side, rear don't matter. One moment orc happily picking your pignose, next arrow in the eye. The only time I can see the unaware attack applying to melee is thief's surprise backstab from the rear, +8 total to-hit, wowza!

I originally had this in flanking: "A creature normally gets to decide which of several opponents it is keeping to the front, but fast, sneaky, or tricky opponents might override that." Which seemed realistic. But, thinking ... that giving players a new "decision point" outside of their turn (i.e. when they are being attacked) would bog down combat. It's better to be the attacker's decision as it will be made on the attacker's turn as an integral part of their decision on whom to attack. It also promotes players to think tactically as a team. "Gor and Thumak will attack first so thief boy can get around and poke'm in the ass." [btw Assumes team based initiative that is players roll one initiative and all go together.]

Blocking is how meat-shields keep the nasties from bothering the casters while they are busy talking in tongues and making funny shapes in the air. Or how one heroically saves the virginal sacrifice from the EHP's obsidian dagger. Basing off of flanking isn't perfect but having only one set of rules is better than perfect. Also, allowing one dude to block two attackers is a bit off but creates tactic possibilities.

I've thought about not allowing weak fighters (wizards) to block nor be able to keep an opponent in their forward facing. But there is already strong enough incentive to defend the paper cannons and enough "I am the lord of combat" stuff for fighters. That there was no reason to complicate.


Tactics:
- Find and use terrain to defend your flanks.
- Fight in teams of at least two or get poked in the ass.
- When overwhelmed in the open form a circle.
- Defend your casters.
- Casters, hire some body guards.
- Hirelings are cool, even if all they do is sit there and defend themselves they are protecting your flanks and rear.
- Archers, hire a shield bearer.
- When you have superior numbers gang up and get those to-hit bonuses.
- When facing hard to hit foes it might be better to gang up to flank one at a time, even if the others will get round and rape your wizard. (He should of hired some guards.)
- Blocking is not symmetrical. A shield bearer can deny two creatures from attacking you but you can attack them back, even without a reach weapon. Note: life expectancy of shield bearer, low.


* "creature" means monster/character/npc/etc.

Monday, June 8, 2009

What a Mess

The ongoing and evolving conversation on Edition and Play Style Wars, High Fantasy vs Swords & Sorcery, and Player Feedback has solidified several of my thoughts and feelings but also given me lots to ponder.

I firmly believe there are several orthogonal axis to play style, that the people who scream loudest about old-school is this way have a very narrow and often revisionist concept of how D&D was and could be played, that the old-school <-> new-school or sandbox <-> storypath or OD&D <-> "miniatures combat masquerading as an RPG" are false, incomplete, and ultimately worthless comparisons (because they fail to account for the various axis). And this failure is ultimately why the arguments and flames are endless.


I'm still ruminating and perhaps will never be able to articulate coherently what I'm feeling. But here are some thoughts, snippets that are driving my self-analysis.


I'm not a follower of fantasy writing / history. My impressions could be way off. It seems that majority of the literature in old-school times was S&S or at least grittier and freakier, while the majority of literature 2nd/3ed folks grew up with was Epic Hero type stuff. Even the art has a hint of this, compare and contrast Otis & Elmore. I also noticed a resurgence in Lovecraft and more recently Robert E. Howard occurring just before the surge in sandbox/S&S/old-school RPGs we are currently experiencing. Which (if either) is cause and which is effect I'm not sure.


"Without really noticing it, many people don't want to play sword & sorcery gaming. What they want, is to play a story about good winning the epic battle against evil." -- Santiago

"I am more of a roleplayer..." many times really means "I want to be a hero in an epic story."

If players end up not having fun with your style of play, let them go. (Don't fault them for giving it a try even though you told them what style it was up front. Norm's 7th Law: If you discourage people from trying new things, you suck, big time.) It's good to analyze what went didn't go right but don't let it devolve into how your former players were wrong and really should have liked your game, if only they...


So Many Ways to Play

All games have story. A big difference is "Does the DM know the story ahead of time."

“story-before”, which is when the GM has the plot pre-planned, “story-after”, in which looking back on the game, the players can tell the events as a story; and “story-now”, in which the creation of the story is the game. -- oberonthefool


Another axis separate from that is “story as major element.” That is characters are the focus, the world and events revolve around them, they are big H Heroes. Slow/”boring” bits are fluffed around or sped over, players have story based goals and the DM facilitates them. Those goals/destinations are what drive the game.

The other end is were characters are more or less regular folks that have decided they want glory and gold or have no motivations at all being simple 1dimensional "imaginative constructs" the player uses to play this game. Focus is on the players not the characters. Characters come and go(die) often, if they get to name level, they build a castle, and are retired. The challenge and fun is to survive, explore, and play. There’s a story here but it’s not the focus. This style is more of a "game", the play is the focus. It’s about the journey not the destination.


Another axis, atmosphere of a game, the setting, the fluff which often and rightly bleeds into the mechanics. But it's not a clean axis at all, more like a scatter plot. This is low-magic vs high-magic, the gritty vs anime, realism vs mythic dungeon, S&S vs high-fantasy, Ray Gun Wielding Monkeys vs get your sci-fi out of my focking fantasy, etc vs etc.


Another axis, rules-lite vs rules-heavy.


What a mess, huh? I'd rather it all go away and people quit arguing over it. I also wish people would give up greed and start taking care of each other. I know, two pipe dreams. I got sucked in because Tommi mentioned how to have a story-focused game without railroading something I have never been able to pull off.


Sandboxy/rules-lite DMs I Implore You

Please! Help and train players unfamiliar to exploration style. They will not know how to do it considering 90% of other games and 99% of other books, comics, movies, are all heroic storypaths. What chgowiz does with his wife is excellent example. Don't just give away clues (that is anti-training). Use those NPCs and retainers to show by example. Help players to start thinking tactically by having a short 5-10min analysis at end of session "Whew that sure was a tight spot, huh? Any ideas on what you could have done to make that easier".

When they get it. Make a big deal over it, congratulate them on a game well played.

Realize that many, many people are attracted to RPGs because they want to be that guy/gal from the book/movie/comic/computer game, they want to be a hero in a story. If you can't provide hero in a story feeling (it's not incompatible with sandbox exploration game) and/or teach them to enjoy a "tactical war/puzzle game played out mostly in the imagination" then understand you will have very few potential players and will probably become a lonely grumpy old grognard.

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