Thursday, April 8, 2010

Deadlier Death and Dismemberment

After using Trollsmth's Death and Dismemberment a couple of times in my B2 Caves of Chaos games.  I still like it but I've found it nearly removes permanent death as a risk, at least the way I was using it.  As I look at actual table I notice several details that make it deadlier which I'd glossed over when quickly scribling down table off iPhone cause I'd forgotten to print it out.  So, it's probably alright and the original by Robert Fisher looks nasty too.  I decided to modify it anyways.  At the least it will be closer to how I think so I won't gloss over the details.

Player characters can't have less than 0 hit points.  Each time a player character takes damage that would take them to or below 0 hit points their hit points are set to 0 and they must roll on the More Death and Dismemberment table.  Men-at-arms, cooks, pet donkeys, etc are dead at 0 and do not roll. As are mundane monsters.  Named, epic monsters like Dragons and EHPs should roll, perhaps on a custom table(hmmmmm).  Henchmen with levels might roll, or might die at 0.  Same with major foes, such orc chieftan and dreaded owlbear.


More Death and Dismemberment

2d6 RESULTS
2 or lower Instant Death (decapitated or similar death from CtB).
3 Fatal Wound (gutted, stabbed through lung, broken back, and the like) die in 1d20 x 10 minutes. A Wish or similar effect would heal wound.
Knocked Out until death unless Save vs Death is made.
4-5 Severed Limb use hit location die, if head rolled and no helmet then as '2', if body rolled and no armor then as '3', otherwise will bleed out and die in 1d6 rounds. Magical healing (magic used for this will not restore lost hp), a tourniquet, or cauterization with fire will allow a Save vs Death with bonus equal to lvl of spell cast, if any. Success means character requires 3d4 weeks of healing.
Knocked Out until death unless Save vs Death is made.
6-7 Broken Bone use hit location die. 3d4 weeks to heal.
Knocked Out 1d20 rounds unless Save vs Death is made.  If head bone was broke and no helmet and failed save then knocked out, "in coma", until healed instead.
8-9 Knocked Out for 1d12 rounds if wearing a helm. If no helmet then as Broken Head Bone.
10-11 Stunned for 1d4 rounds and lose helm if wearing helm. Knocked Out for 1d12 rounds if not wearing helm.
12+ "Now I'm Mad" a surge of adrenaline returns 1d4 hit points per hit die. At the end of the combat, the adrenaline drains away, hit points are reduced to zero, and the PC faints for 2d6 rounds. If you roll this more than once in a single combat consider yourself a Bezerker under the effects of a potion of super-heroism.


Kickin'm When They're Down

If you have time, a defenseless (unconscious, bound, etc.) victim lives at your pleasure and you may coup de grâce them at will.  During combat or an otherwise hectic situation you must instead roll d6 and consult the More Death and Dismemberment table for each "attack".


Magical Healing of Long Term Wounds

Character's hit points can't be restored magically or otherwise until they are conscious and healed of any wounds.
 
In place of healing hit points each "point" healed reduces wound healing time by 1 week. Only one such healing is allowed per day and it requires the more or less constant attention (12 hours) of the healer(s).  Limited activity by the patient (puttering around camp/town, being transported by litter) and double rest 16 hours is required.


Notes on Missing Limbs and Broken Bones

Strong magic might regrow a missing limb. A right hander can learn to fight left handed and vice versa.  Might give them a -1 or -2 to hit and roll d6 each session on a 5-6 they reduce penalty by, might hand wave it.  Peg legs should run slower but normal movement I'd not penalize. Might give penalty or permanently reduce dexterity for missing limbs, might hand wave it.

Would give small chance (1 in 6) that bones don't heal right. Would increase chance by 1 for each time magic or otherwise accelerated healing was used.  Effects of "not right" best determined on the spot.


Things Changed / Emphasized

Tried to make it so if you hit 0 hit points you are most likely out of the battle.
  • More reasons to wear helm.  Which means I gotta now have reasons not to wear helm...
  • There is only one (12) "not bad" result. There's only three (10-12) or five if wearing helm (8-12) "could get back into fight" results. 
  • Majority of results (7 and below) are pretty darn bad. Ending that character's adventure for the day if not forever!
  • Severed limb is save vs death or die. So, four results (2-5) are pretty much "you are dead".
  • All results worse than knocked out also knock you out unless save is made.  I might change save to Con check (d20+Con score >= 20) with number you failed by, the number of d6's you roll to see how many rounds you are out.
  • The "bad parts" (rounds until death, rounds knocked out) are now liner rather than bell curved. They are also kept secret.  So, group doesn't know they probably have a couple rounds to save Sir Gimpy before he bleeds out.
  • Knocked down wasn't different enough from stunned and it's gone.
  • Added magical fast heal of wounds and reduced length of healing.

May your deaths be many and bloody.

Wednesday, April 7, 2010

Talislanta Released under Creative Commons License

Remember those Dragon ads? No Elves...



Those ads really attracted me. Cause even back when I was Tweleve I was rebelling against the Tolkeinesque fantasy sameness that seemed to be everywhere.  Also elves always brought to mind images of Mimes, Bards and Orlando Bloom.  Annoying wankers. 

I eventually bought that massive blue Talislanta Book a few years back.  It had some cool stuff. But, like many others have found it's damn hard to get a group interested in non Tolkeinesque fantasy sameness.  And unless you're building on the cultural fantasy milieu built up by popular art (books, movies, etc) comprehending a world with myrid of races and cultures is too much for new players to tackle.

I encourage people to download and look over Talislanta Blue Book and see what a world without elves is like.

B2 Caves of Chaos Twelve Hour Marathon Part 1


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

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


The short

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

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

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

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


House Rules in Effect

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

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

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

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

1) reduce access to magical healing.

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

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

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

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

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


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


The Plan

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

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

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


The Result

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

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

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


Friendly Local Game Store


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

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

Tuesday, April 6, 2010

One Page Dungeon Contest Nominations

I've been helping judge this years One Page Dungeon Contest.

Part of the process was for each judge to nominate 20 entries and a "category" for each one.  Below are my twenty.

Just to be clear. These aren't the final winners.  These are just the twenty entries I picked during the first round of judging.  Other judges picked there own set of twenty.  And it was hard to narrow down to only twenty. There were 35 in my "these are awesome" pile after my first read through of the ~60 entries.

BTW Here are all the 2010 One Page Dungeon Contest Entries.


Fit Into the Most Categories:
Simon Bull -- The Ruination Of Tenamen

Place I Most Want to Visit ;)

Rich Lee -- Maddam Lila’s Speakeasy, Bath, and Brothel

Most Accomplished In Under 100k File Size:
Philippe Tromeur -- The Laughing Mausoleum

Wildest Wilderness: 
Lord Kilgore  -- Heart of Darkness

Coolest Cityness:
Paul Siegel -- Four Corners

Sexiest Sci-fi: (also best/only good? use of Flumph)
Stuart Robertson -- Dungeon From A Distant Star

Best Non-Fantasy:
Clarabelle Chong -- Time for Tea

Best Non-Dungeon:
Tim Shorts -- Where is Margesh Blackblood

Tastiest Treasure "bottle of soup" from a child:
Rob Antonishen -- Mine! NotYours

Best Back Story:
Maximilian Thieme -- The Bride of Visbek

Most Makes me Want to Listen to Very Loud Heavy Metal:
Michael K. Tumey -- Necromancer’s Crypt

Best Cartography/Art:
Tom Holmes -- The Bone Harvest Horror

Best Map:
Paul Fini -- Tomb of the Warrior King

Pulpiest:
Antti Hulkkonen -- Den of Villainy

Flavorfullest:
Craig Brasco -- The Vault of Zerduzan

Cthuluest:
Brenton Haerr -- The House of Lost and Found

Left me Wanting More:
Sven Vogler -- Under the Mountain

Most Ready/Inspiring for Expansion:
Heron Prior -- Trolls will be Trolls

One I Most Want to Run:
Jimm Johnson and Jeff Lynk -- The Contemptible Cube of Quazar

Most likely to be Really Cool if I Understood it Better:
David Bedell -- Under-desert of Qualorm

Monday, April 5, 2010

Star Frontiersman Issue #14 Released

The very excellent Star Frontiers retro-clone (they call it remastered) fans have delivered the next release of their game magazine. Star Frontiersman Issue #14, "Yazirian Power".

The actual download.


Cover (at right) by C. J. Williams


The Free RPG Blog review Remastered Alpha Dawn book.



Table of Contents
  • Technical Journal - Chemical Drives, by Richard “Shadow Shack” Rose
  • Optional Rules

    • Knight Hawks Expanded by Larry Moore & Brian Conway
    • Character Generation Tables by Larry Moore
    • Adventure Bots! Part 2: What You Really Need to Know About Role-playing
    • Robots by C. J. Williams
    • Cyberbionics by Bill Logan
    • Dralasite & Vrusk Ablative Sheets by Chris Harper
  • Game Report - The Dominion by Richard “Shadow Shack” Rose 
  • Adventure! - Star Rover artwork and NPC’s stats
  • Equipment

    • Flamethrower Gauntlets by Ryan Baker
    • WarTech LWS by S.E. Roberts
    • Variable Sword by Chris Harper
    • PDG Robotics by Gary Cliff – Georgie – BD Cerridwen
    • Power Armor by Brian Cliff
  • Frontier Fiction

    • Interview with an old space by pariah (Jess Carver)
    • Memory by Tom Verreault/jedion357
  • Adversaries

    • General Yan-Soon and the Sovereign Dominion Authority
    • Time Line by Richard “Shadow Shack” Rose
  • Yachts and Privateers Return - Remastered Dragon #88 by Douglas Niles
  • Encounter Writing Competition - Get your pencils ready for a contest!
  • Encounter Tiles - Map tiles to get your Game On!
  • Adventure Layouts - Standard module layouts by Larry Moore
  • World Works Mars Station Review - Table top terrain review by Tom Verreault/jedion357
  • Classifieds - Everything you don’t need but want

You got some Star Frontiers goodness? Contribute it for inclusion in the next Star Frontiersman.

Sunday, April 4, 2010

Roleplaying Tips Weekly E-Zine Issue #482 Instilling Common Sense Into Players, Part 1

Instilling Common Sense Into Players, Part 1

Roleplaying Tips Weekly E-Zine Issue #482 is out! This issue's main topic is one close to my heart and something every DM running an old school style game in which encounters aren't balanced and/or characters aren't invincible super heroes with players accustomed to a game style were one or both of those are true.


Contents:

Sunday Links

[Every week I pre-schedule a "Sunday Links" post.  Throughout the week when I find something that piques my particular interests but I don't have time to say much, or don't have much to say I'll add link to it here.  Little bit in the spirit of robotwisdom.com and a little bit cause I'm always forgetting were I saw cool idea 'X' and little bit cause most weeks I read so much that deserves a wider audience.  So, there may be a lot of content or may not be much each week.]



It's funny cause it's true, or it's funny for how pissed off people will be over it not being true.  Either way it's funny -- http://savevspoison.blogspot.com/2010/03/hahahahahahahaha.html

Vampire Babies! esp like how creature has been outfitted from Baby Gap -- http://towerofthearchmage.blogspot.com/2010/03/baby-bloodsucker.html

Excellent Sage NPCs -- http://sorcerersskull.blogspot.com/2010/03/page-of-sages.html


The latest goings on of interest to classic style gamers are reported by Jame's in his weekly OSR News from The Underdark Gazette.

Friday, April 2, 2010

Red Box Bryan College Station

We're a bunch of gamers in Bryan and College Station, Texas. Once a month or so, we get together on a casual basis to play Dungeons & Dragons, the greatest game of all time. We hang out, have a good time, and don't take ourselves too seriously.
Next door me home in Austin!

The wiki http://redboxbcs.wikidot.com/

The meetup http://www.meetup.com/RedboxBCS/

Thursday, April 1, 2010

CAPTCHA Names

So, who else is collecting captcha words to use for naming dragons, demons, elder horrors, forgotten grimoires, and the like?  To me they illicit a strange wrongness that other name generators fail to produce.

Please share your collection and/or other means for name generation in the comments.

[Ah, Rusty probably is the one I got this idea from. And check out how far Have Dice Will Travel has taken it.]


My list:

Ammagu
Ashalc
Avizkalsha
Bacurn
Byispli
Chlyza
Coppi
Cringi
Curnlar
Dablept
Dinsur
Dionur
Dormirt
Dzoola
Feltlic
Gatet
Glessa
Gosmert
Gralming
Hecto
Iagdhir
Iajuxxa
Ingics
Irednes
Kiathut
Kyaxyl
Kzxjus
Liumm
Oopsnau
Opilsith
Otifyis
Pastr
Phava
Phum
Prilitr
Puphyp
Reotaga
Scutranc
Shali
Shlosum
Skrous
Sluadit
Sotromis
Subwoo
Sugnu
Tulanci
Unato
Vurxabt

Wednesday, March 31, 2010

Blood Magic

[Been playing lots of Dragon Age lately which this idea very vaguely originated from.  It's an adjunct to my magic using class trifecta; Part I, Part II, and Part III.]



Demons{1} can sense and are attracted to magic.  For only through magic can demons enter our world to feed and corrupt.  One of the easiest "doors" to open is the mind/soul of magic casting mortals.  Thus they are constantly tempting caster's with power beyond their means and more than happy to provide it.  This magical power offered by demons is called blood magic.

Anyone capable of casting magic may use blood magic.  No special training or preparation is required (the demons helpfully "explain"/handle all the details).  The only requirement is that the caster must draw some of their own blood. So, they must have a knife, other sharp implement, or the willpower to bite into their own flesh.  They may then cast any spell they know regardless of whether they have it memorized{2}. And they may continue to cast spells via blood magic for as long as their blood is flowing.

After casting a spell using blood magic, regardless of whether the spell was effective or even successfully completed, the caster takes Xd6 hit point damage. Where 'X' is equal to spell's level.  For each '6' rolled one point of damage is permanently lost hit point. If the damage is enough to reduce caster to 0 hit points (or whatever is dead in your game) they become an abomination{3} possessed by the "demon" who fueled the foolish caster's blood magic. 

For Example: Malcazaar, after a busy day of sorcering, is fresh out of memorized spells when gang of interlopers interrupt his evening repast.  With a carving knife he slashes his left wrist. Then with blood splattering everywhere traces the pattern for Davros' Fiery Damnation, a 3rd lvl spell.  After thus incinerating his foes Malcazaar rolls 3d6 (6,2,6), suffers 14 points of damage and his hitpoint total is permanently reduced by 2. A costly result, but a better one than being dead.


Notes:


{1} Exact nature of these demons (cthulhu elders, Type I-IV, evil spirits, etc) depends on campaign.

{2} Or whatever floats your boat.

{3} What abomination means is left up DM. Should definitely be NPC/Monster, be hard to kill, lvl based on former caster's lvl and level/nature of spell that killed them, be able to cast former caster's spell repertoire using blood magic, and pay for blood magic out of their hitpoints or a blood pool.  Blood pool being a running sum of all damage Abomination has inflicted or the like.


I adore risk/reward and "enough rope to hang themselves" type mechanics. This is fairly powerful but limited by hit points addition.  And permanent loss of hitpoints is a significant risk.  Still for thematic as well as mechanic reasons I believe the non-permanent damage suffered should be resistant to magical healing and require time/natural healing.

What do you think?  As a player would you take the risk?

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