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.


Saturday, July 26, 2014

Pictures of Campaign Climax

Climax of Pathfinder "Airships and Aeronauticals" campaign. Went from 1st level to 20th level (although starting around level 10 we advanced 2 levels every couple sessions). I got burnt out on Pathfinder (as I knew I would), but really wanted to "complete" a high level game.














Monday, July 14, 2014

The Great Kingdom Documentary Q&A

The fine folks behind the Dave Arneson / Gary Gygax / early TSR documentary, The Great Kingdom (facebook page), took the time to answer a few questions about their film and its production. The primary filming is complete, but the filmmakers need our support to finish production. They created a KickStarter campaign to fund the final Production of The Great Kingdom. I really would like to see this film and have made a pledge. Watch the trailer and decide for yourself.



Filmmaker Questions & Answers

CH: Chris Haifley (director)
AP: Andrew Pascal (producer)

How long have you been working on the The Great Kingdom?

CH: We have been in production on The Great Kingdom for almost year. If you count the years playing, we've been working on this project for 30 years. It's been an incredible, rewarding if not heartbreaking journey.


THIS IS THE REMARKABLE TRUE LIFE STORY OF THE RISE AND FALL OF GARY GYGAX, DAVE ARNESON AND THE PEOPLE BEHIND THE CREATION OF THE EPIC ROLE-PLAYING GAME, DUNGEONS & DRAGONS.


What was the most challenging obstacle in filming The Great Kingdom?

CH: One of the most challenging obstacles in any production is logistics - getting equipment, crew and schedules to match up with the busy lives of our interviewees. A challenge that we love to overcome.

AP: We're a small crew (3-5 people usually) and so everyone puts on a different hat at different during production. The hero of our production is James Sprattley. At any given moment, he is a Camera Operator, Grip, Make-Up Person, Producer, Craft Service, Driver, etc. It's been challenging, but great fun.


Editing transforms a pile of footage into a compelling story. But, there are many hard-core gaming/history buffs that might be interested in seeing behind the curtain. Is there any pledge level or possible future plans to release outtakes, extras, raw footage?

AP: We've discussed this only preliminarily. Of course we would love to show every bit of interview footage that we've filmed. Perhaps a website where everyone can access the interviews is something to consider. Paul Stormberg, one of our experts, has told us many times that what we are doing should be archived...these are testimonials that have never been recorded. We agree. It's something everyone should have access to. I would like to add that our website (http://www.thegreatkingdom.com) has a bunch of "behind-the-scenes" pics that might be of interest to anyone who would like to know how we work and who we are interviewing.


THIS IS THE STORY OF FAMILIES, BOTH BLOOD AND PERSONAL BOND, AFFECTED BY THE SUCCESS OF THE GAME, A GAME THAT BROUGHT JOY TO MILLIONS AND HEARTBREAK TO ITS CREATORS.

What time period does the film focus on?

CH: The time period that The Great Kingdom focuses on is from 1972 -1985 - from the inception of the game through the point when Gary Gygax is fired from his own Company, TSR. We picked that timeline because we felt the flashpoint of the story happened between those years. The story of Dungeons and Dragons is a big story, bigger than a feature length film. We didn't want to be the definitive documentary about Dungeons and Dungeons. There's a compelling story about the triumph and heartache that came with the development of the game - this is the film we wanted to make.


Did you interview any of the iconic TSR artists?

CH: We have not interviewed any of the original TSR artists. There is a core group of interviewees that support our origin story. We are focusing on those interviews right not now. If we had the opportunity we would have interviewed the great Dave Sutherland (Dungeon Masters Guide, Monster Manual). He was there at the very beginning of our story.


WHAT HAPPENS TO THESE INDIVIDUALS AS THEY WEATHER THROUGH THE SUCCESS, THE EXCESS, THE BETRAYALS, THE DOWNFALLS AND EVENTUAL REDEMPTIONS, ALL TAKES PLACE IN THE GREAT KINGDOM. 


Do you have a total number of people interviewed for the documentary?

AP: We don't have a large number of interviewees as we wanted our story to be intimate and personal. Having too many people would have been confusing to any one watching the film. 12-15 people at most for any decent documentary and that's been tough to follow as there have been so many great people that we've interviewed already and there are still a couple of hold-outs. We'd like to keep the list a mystery for now as there are a few surprises we'd like to share when the film is released. The pictures on our website will give a glimpse of some of the people we've interviewed.


After you reach funding goal, when might the film be finished and released?

AP: We are hoping to have something to show by Gary Con next year (March 2015). If the stars align, we would love to be finished sooner, but that would be our projected date. We felt that it was our small way of giving thanks to the wonderful people in that community. After all, it all started in Lake Geneva.


Any thing else you'd like to say?

AP: Please support our efforts on KS (https://www.kickstarter.com/projects/720223857/the-great-kingdom). We need as many people to get the word out as we can get. We are so excited to tell this story. It's a story for the ages, something every true fan of documentaries, D&D, RPGs and games in general would be interested to watch.


Andrew Pascal, Jim Gavin, Chris Haifley and James Sprattley 
(the filmmakers)

Thanks guys, and gook luck!

Thursday, July 10, 2014

Old School 5ed

Here is how I'll run D&D for my Swords & Sorcery (Beastmaster, Conans, Dragonslayer, Fire and Ice, Krull, The Warrior and the Sorceress) styled Greyhawk (although I'm leaning towards ditching Greyhawk and just running with the "Durthos - City of Adventure and Twin Peaks Megadungeon" I've been working on for local (Austin) multi-gm Planet Eris campaign. But, I do really want to run G123/D12/? and S3).

Imagine Greyhawk City a little closer to Lankhmar. Its Thieves' Guild a little darker and more cultish as opposed to the one portrayed in the Gord novels. 
Imagine a Scarlet Brotherhood more akin to the Dreaming Isle of Melnibone, its Suloise monks and wizards the modern descendants of the twisted demon-sworn conquerers of a dead age.

Imagine the Wild Coast and Pomarj as a savage Hyborian wasteland, where a man's life is only worth the steel he carries.

Imagine the Nyr Dyv as a pirate-infested sea like the Vilayet, dotted with black isles haunted by the nightmares of lost races and empires.

Imagine Dyvers as a city of dark pleasures, depraved wizards, and crowded brothels like Shadizar the Wicked.

The world is not leveled to the players. Death is possible. Referee will not protect characters from themselves. Caution and caginess are good attitudes. Magical items are rarish and not regularly for sale. Magic is uncommon. Wizards are strange, reclusive, secretive, and feared. Elves and Dwarves are strange, "alien", and indifferent to the concerns of man.

  • Long Rest: must be **uninterrupted** and truly rest. Including fire, warm food, relative comfort and safety. "Roughing it" unprepared or holing up in the Dread Dungeon of Doom ain't cutting it.
  • Death Saving Throws: You don't make any of them until someone comes to check you out or you are abandoned. [idea stolen from DCC]
  • Knocking Out: Attack with disadvantage unless using a Bludgeoning weapon. Int check required on final blow to avoid "accident". Some creatures may resist (Con save). Some creatures are immune. [non-lethal damage is annoying, should be suitably difficult (and rewarding) to "capture"]
  • Falling Damage: is cumulative: 10' 1d6, 20' 3d6, 30' 6d6, 40' 10d6, etc.
  • 1/2 of Wizard's spells are randomly determined. Must develop personal name and manifestation when learning a spell. ala "Bigby's Fist", or "Excellent Prismatic Spray"
  • No Identify Spell
  • Spare the Dying spell provides auto death save, not auto-stabilze
  • No Feats
  • No Traits
  • No Halflings (cause I'm bigoted, also too cute, and I can't stand another sterotype halfing rogue character)
  • In place of background; pick two skills, one language.
  • I will ignore mechanical parts of Background i.e. "Feature".
  • Social Skills Suck: I will never call for a Social Skill check; no Insight, Deception, Intimidation, Persuasion. Will rarely call for Investigation, Disarm Trap or "search room" checks.

Tuesday, July 8, 2014

5th Ed, Dwarven Armored Wizards?

I understand this is v0.1 and "basic" rules. But... Dwarves don't get any Intelligence score increase, but Mountain Dwarves do get proficiency with light and medium armor.  Combined with "Casting A Spell" section has this to say about casting in armor;
"... blah, fluff, blah, you must be proficient with the armor you are wearing to cast a spell."

Means, unless I missing something, Mountain Dwarves are the only armor wearing wizards (by RAW and presuming no multi-classing). With multi-classing and super low XP for 1st level it is eminently min-maxish of any Wizard to take a level of Fighter.

Now, DMs are free to plug this "hole". It's just weird (still assume I missing something somewhere...) Although, maybe armor is not a big deal with all the "impossible to die" rules (full hp regen every night, partial hp regen rests, multiple saves before death, lots of spells to auto-make saves / heal / be not dead, healing potions in the equipment list, etc.).

Personally I like Dwarves to be the antithesis of magic and Elves to be fighter/mage types. I'd house rule Dwarves to have advantage on saving throws against magic and be unable to take Wizard levels. And Elf Fighter/Wizards being one of the very few multi-class options available.

[wtf is up with basic PDF jacking cut and paste?]

Thursday, July 3, 2014

Six Systems in Six Months

Because I have too many games I want to run and I like "promoting" RPGs at my FLGS's I came up with scheme to run small "campaigns" with six different (less common, but currently available) game systems in roughly six months.  I'm sure with holidays and scheduling it will take a little longer than that. But the goal is run 3-5 connected sessions of each RPG. Long enough to get real feel for system, not too long the DM burns out.



Candidate Systems

Dungeon Crawl Classics - too 'popular" for list but friends are begging me to run it...

FATE - Thinking something Hong Kong Action like. "Big Trouble in Little China" with some "Escape from New York" thrown in.

RuneQuest II (Mongoose) - cause that is version I have.

Brutal Big Bad Ball Bustin Bloody Battles - Fast light fun.

Something Sci-Fi; Stars Without Number, Star Frontiers, maybe classic (TOS) Fasa Star Trek  but that's not really "available".

HARP / MERP - My most favorite system I've never (well vanishingly rarely) played.

Monday, June 30, 2014

Vaults of Pandius 18th Anniversary

Is *the* mega official resource for the "Known World" from Expert Box D&D.  Later renamed Mystara.  The wealth of material here is overwhelming. It's existence makes me want to run a campaign in the Known World. Much of the material is generic or easily adaptable to any RPG. There are also options, house-rules and other crunch for the die hard BECMI fans.

It has active community and is regularly updated. And Pandius / Mystara s is supported with message boards, email list and forum.

All this and more. 


Check out some of the stuff in Mystara Atlas for one of my favorite nations Glantri. Including my favorite Gazetteer style maps of Glantri.



It is really and incredible amount of material and effort. I laud the authors, supports, fans, and game companies for keeping this reference work alive and thriving!

Vaults of Pandius

Wednesday, June 25, 2014

The Great Kingdom D&D Documentary

A kickstarter to pay for post-production of "A feature length documentary uncovering the true tale of the rise and fall of the creators Dungeons & Dragons."


"In 1969, GARY GYGAX, a family man and an insurance underwriter with an entrepreneurial mind meets DAVE ARNESON, an idle, yet brilliant game designer. Their collaboration would change the world, their families and themselves.
This is the remarkable true life story of the rise and fall of Gary Gygax, Dave Arneson and the people behind the creation of the epic role-playing game, Dungeons & Dragons.
THE GREAT KINGDOM explores the personalities behind the game and the families they engendered. This is the saga of the people who brought a company from its humble basement beginnings and transformed it to a multi-million dollar corporation. A story for our time that parallels the rise, fall and redemption of Steve Jobs and echoes the who-invented-what question of the creation of Facebook."

Dave Arneson (seated, with glasses) at Gen Con II

Gary Gygax (striped shirt) at Gen Con II

Friday, June 20, 2014

Hex World Project




Followed pictures on Pinterest to the blog of this Norwegian? artist -> http://fantasifjas.blogspot.co.uk/  (Make Google Translate your friend)

Explanation of their hex map and other projects http://fantasifjas.blogspot.co.uk/2014/03/what-i-do-information-in-english.html.






Tuesday, June 17, 2014

How Mana Came to be Used in Fantasy Games

Great, long, article about how a Polynesian concept and word came to be used for "magic energy" in games and across western culture in general.

http://theappendix.net/issues/2014/4/the-history-of-mana-how-an-austronesian-concept-became-a-video-game-mechanic

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