Monday, May 28, 2012

My Least Favorite Edition of D&D

[Using a broad definition of D&D to include all editions, retro-clones, etc.]

I started with the blue dragon, had the white box LBB, but really grew up on AD&D Efreeti and Gem Eyes.   Played some in highschool and college. Then 2ed splat mania + too many crap products + (in retrospect) the shift in style, structure, and substance of those products as compared to 1ed era drove me from D&D (into other RPGs).

Time passes...

I returned to D&D a little after 3.5 release.  I've since run and played enough of OD&D(Swords & Wizardry), Basic(Labyrinth Lord), AD&D(OSRIC), 3.5, and 4ed to arrive at the following opinion.

AD&D including (and even more so) 2ed is my least favorite edition of D&D to run/play.  This was news to me as it's the edition I've played and run the most.  The DMG is still a good resource and many of the classic modules I'll try to weave into campaigns.  But, I won't be using AD&D rules to run them.

AD&D and it's clones are just so horribly fiddly, filled with wildly inconsistent levels of simulation and detail.  Baroque were simple would suffice, vague or abstract were a little more is needed.  Too many "broken" classes, combos and rules. It's the shored up, chronically patched half-way house between the wild and loose "earlier" systems and the mechanistic edifices to game theory of later editions.

There's a reason we have sayings along the lines of "right tool for the right job", "do one thing and do it well", "don't try to be all things to all people".  It's cause of people like me.

I enjoy the ends of the spectrum. Where games, successful or not at getting there, at least know what they want to be. Sometimes I crave a fine dark chocolate. Sometimes an oily, 100% natural nut butter, the type that requires stirring. But, my desire for a waxy chocolate covered peanut like fudge thing is quite low.

Sorry, dudes.

Cleaned up Blogroll.

Blogger fixed not being able to edit blog roll, or something happened.  I was finally able to clear out old, broken, dumb links.  I am now, finally, able to add new blogs.

In other news 2012 1PDC!

http://campaignwiki.org/wiki/DungeonMaps/One_Page_Dungeon_Contest_2012

Reading all the entries is really gonna side track all my projects...

Sunday, May 27, 2012

I Went to Buy Some DCC RPG Dice

And ended up with a bit more.



Probably didn't need the latest edition of Starmada as I have two of previous versions.  But, it is my favorite space combat game and only $16. Which seems very reasonable.  Fast to play, even with big fleets, and tons of dice rolling.  Hence the pack of purple d6 at $5.50.

Coolest Fudge dice I've seen, way too expensive at $10.  Esp. considering I still have half the tons of 16 Fudge dice sets to give away at cons back when I ran Fudge Games.

FLGS only had these clear "DCC RPG" dice set.  Clear dice are one of the stupidest things.  It's much more important to be able to see under the die than to read what you rolled!  But, I'm more stupiderest cause I still bought them at the lofty price of $27.

And, something I really shouldn't have got as I own the original.  But, it was so very pretty and the contender Island of the Unknown failed to impress at all with quick flip through  (well it was also pretty, the content was total meh, a mishmash of unrelated weirdness without plan or reason.  I can do at least that much with random generation.)  $44 and the loftp edition of Carcosa is mine!

Saturday, May 26, 2012

Pantaloons of Puissance

DCC RPG Backcover

The Pantaloons of Puissance aka Bellbottoms of Bad-assery

These red and white vertically stripped male lower body garments will only work for humans and dwarves. Elves and halflings lack the requisite firmness of character. No female of any race has survived a donning attempt.

When worn, with pride, the bearer of these mighty man pants may shout out.
"Look, just look at how awesome these are. See how they are tight up top around my package, but down below they flare out at the ankles.  I dare you to imagine a better pant. But, I must caution you, many greater than thou have tried and were rendered sniveling, sobbing,weak things. 
That person behind me, my pants have overcome her and she imagines she is drawing an invisible bow. Or, is it that she dropped her handbow in shock and awe at the sight of my manly legs bedecked in bloodstained stripes? Perhaps both, as my pantaloons prance between all possibilities save those where they aren't outstandingly awesome as that is clearly not possible."
And so on. For as long as he extols his pantaloons (1 round minimum) all intelligent creatures of lessor level and regardless of whether they understand speaker's language will be enthralled as they ponder his pants. If speaker pauses, stutters, misspeaks or his words are simply weak and unworthy of the pantaloons might the mesmerized should be afforded a saving throw, -1d if currently pantless.

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

Tuesday, May 22, 2012

DCC RPG




Picked my pre-order up from FLGS over lunch.  I'm orgasmic with excitement.   My hand was shaking.  It's the art, esp Mullen's.  Totally twiddles my "That's so effing awesome" neurons.  Yes, some part of it is nostalgia.  But, more is it's the kind of adventures I want to have.  With dudes wearing candycane bellbottoms and curly cue armor fighting tenticalonstrocities and big brained floating aliens.  Unique and weird is were it's at.

Anyone in Austin, TX area wanna play this weekend?



Tuesday, April 17, 2012

1st Edition AD&D Adventure Modules

"In print" includes in PDF.  "1st Edition AD&D" includes OSRIC.

To compliment your recently acquired 1st Edition Advanced Dungeons & Dragons reprints,  A list of currently available adventure modules.




Spread this link far and wide, email it to friends, blog it, post it on forums.  This is your chance to welcome newcomers and show everyone that 1stEd Advanced Dungeons & Dragons is a living, breathing game.  Loved and played by many today, now and tomorrow.  Add to the list, but only after reading the guidelines on the 2nd tab, see bottom.

Sunday, March 4, 2012

Game Master Appreciation Day

Today, 3/4, has been decreed to be GM Appreciation Day.   So March Fourth and appreciate me!

I also like Dec 20th, d20! and Jan 20th, 1/20  (best and worse)

Saturday, March 3, 2012

Why can't I edit Blogroll Anymore!

This is really annoying.  For weeks now I've not been able to add or remove from by blog roll.  I'm using the old interface cause the new one is fucking horrible.  Under Chrome and Firefox.

I've noticed a few bloggers moving away from blogger (mostly I think cause of twisted panties around google plus).  But, blogger seems to sucking hard lately.


So, sorry there's stuff that use to be cool but now is stupid, "Soviet Russia", and many new blogs I'm unable to add.

Friday, March 2, 2012

Gold & Glory Player Handbook

[Edited to point at new version Sept 2012]

Not meant to be complete game.  These are the house rules, mostly character classes,, I'm using for Gold and Glory campaign.  Constantly evolving.   Lately they've been moving from Labyrinth Lord towards Swords & Wizardry.  Single saving throw being latest.




See also G&G DM Charts and other Gold and Glory Posts and the Austin, TX Gold and Glory Science Fantasy D&D campaign using these rules.

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