Saturday, November 12, 2011
My City: A D&D thought experiment
Tuesday, November 8, 2011
Failed Experiment

As I am preparing to run a new D&D game soon, I thought it would be good to stretch the old design muscles a bit. Maybe get some feedback that doesn't involve players whining as their character is slowly digested. You know, like they do...
This adventure, titled Failed Experiment (not to be confused with expirement, which is failed spelling), is an adventure which touches on multiple arcs of my Doorways campaign, and as such I can't give a lot of details on the backstory. Descriptions will be based on what the players encountered.
If this adventure is used outside of the context of Doorways, one clue needs to be provided to the players ahead of time, or the encounter in 3 should become something less dangerous. During the orientation, the new explorers are told of a password "fealty" which was found to control the clay golems that were guarding the Doorways when they were discovered. Since that time the password has been changed to keep them under administrator control, but if a clay golem is encountered while exploring, that password should be tried.
1 The entryway - this room is tiled with five foot stone slabs (conveniently enough for mapmaking) with various geometric shapes. The slabs marked with a spiral symbol may be safely stepped upon. Magically levitating or flying over an unsafe square will still trigger a trap effect. Non-magical flight will not trigger a trap, or any weight under 30 lbs.
Description "This room, roughly 40' by 85' in size, is illuminated brightly by glowing patterns on the five-foot square slabs which make up the floor. The ceiling is 10' tall and dotted with neatly spaced circular holes, so that 2-3 holes are above every square. Similar holes are present on the walls all around this room, and each slab (except the first one immediately in front of the door, which is unmarked) has a circular hole in the center. A llitter of bones and fragments of grey-black eggshell is scattered about the floor in this room."
Any time a weight of 30' or more is set upon a square (or something of that mass is levitated over one) roll a d10 and consult this chart – if they step on a safe square, roll anyways and ignore the result. All traps are spell-based, assume a caster level of 8, and a relevant attribute of 18.
1 nothing happens
2 burning hands is cast from the floor – 5d4 damage to anyone in the triggering square, and to anything flying or levitating in an adjacent square. Reflex dc 15/half
3. Magic missile is cast from the west wall targeting the first person or object to trigger this square. 4d4+4 from the four magic missiles.
4 nothing happens
5 stinking cloud is emitted from the floor. Effects as per http://www.dandwiki.com/wiki/SRD:Stinking_Cloud 20’ radius, fortitude dc 17 negates, 8 round duration
6 web spell is cast from the ceiling above the triggered plate, http://www.dandwiki.com/wiki/SRD:Web 20’ radius, reflex dc 16
7 darkness is cast from the east wall, caster level 8, targeted on the triggered plate - http://www.dandwiki.com/wiki/SRD:Darkness
8 nothing happens
9 flaming sphere is cast from the west wall, every round for its 8 round duration it will simply bounce in this square. http://www.dandwiki.com/wiki/SRD:Flaming_Sphere – 2d6 damage per round for anyone in that square, reflex 16 negates.
10 lightning bolt is cast from the east wall, targeting in a straight horizontal line through the triggering square. The west wall absorbs the bolt rather than reflecting it. 8d6 electricity damage, reflex dc 17
The secret door on the west wall will not cast any trap spells, so ignore any results indicating a trap coming from that section of wall. It appears the same as the rest of the wall otherwise.(search dc 18)
2. Hallway
Description 'This hallway is neatly carved and smooth, apparently cut from the native stone and seamless. There is no dust, and the stone appears polished. Immediately beyond the door are two statues set into the left and right wall, each in the form of a grinning gargoyle, holding a stone shield and club, apparently carved from the same stone. The gargoyle on the left bears the spiral symbol on its shield, and the one on the right has a simple skull etched into the shield. '
The spiral and skull represent a warning, as between this point and the laboratory(5), any right turn leads to traps and other dangers.
The large X-in-rectangle represents a 30’ pit trap hidden by a hinged trapdoor(spot dc 23, search dc 18) which will drop with as little as 40 lbs of weight - the walls are as smooth as the rest of the dungeon, and are difficult to climb (climb dc 19) – in the bottom the adventurers will find a metal belt buckle, several dozen rivets from a suit of studded leather armor, and a +1 short sword of spell-storing (contains web, cl 10) – none of these show any sign of corrosion.
The stick figure icon in the top-right corner of the map is a clay golem – if not pacified with the command word “fealty” it will attempt to grapple a party member and take them for holding in room 3. If it suffers 25% of its hit points in damage, it will begin fighting more violently. Remember that while in the 5’ passageways it will take penalties to movement and combat for being squeezed http://www.dandwiki.com/wiki/SRD:Movement,_Position,_and_Distance#Squeezing
2a The false door
Description 'As the hallway turns it becomes a more stately 10' corridor, with a double-door at the end, cunningly crafted from the same native stone.'
Starting at the door and for 15 feet, the corridor has an acid pit concealed by a trap door which opens downward. The weight of one medium creature (and his gear) will not trigger the trap, but two or more party members on the trap door will cause it to open, letting them fall in.
The trap may be escaped with a dc 18 reflex save for those on the north and south edge (moving to safety or clinging to the false door), and a dc 22 reflex save for anyone caught in the middle. A swim check (dc 15) is necessary to move in the acidic slime, and climbing out at the north edge is a climb difficulty of 15. Climbing up in the middle or door side is a dc of 19, with another climb check dc 15 required to slide along the wall to safety in the next round.
Anyone immersed in the acid will suffer 2d6 damage per round, and those who have been immersed will suffer an additional d6 damage for 3 rounds thereafter as the acid neutralize it. Attempting to wash the slime off with water or otherwise neutralizing it will reduce the damage by 3 points and the duration by 1 round.
The double-door at the end of the hall is a cunningly crafted fake, (search dc 23 will reveal the trickery - the dwarven ability to detect stonework will also work). On any lesser search result, the door appears to be unlocked, but stuck shut.
3 The guard room
This room is bare and empty except for four clay golems – they are under orders to hold any intruders (they will attack if they suffer 25% or more of their hitpoints in damage) – They may be commanded with the same word “fealty”
Needless to say, the golems don’t have any way to meet the needs of a prisoner for food and water, so time will be limited if the party plans to return to rescue them.
4 The quarters
This room is bare but shows signs that there was once habitation here. Depressions are in set in the floor where the feet of two beds would have been, and several iron nails are scattered in the room, along with several gold teeth and a silver dagger. 43 gold and 25 silver coins are scattered about the floor, and the broken remains of a water basin. An everflowing flask of water is sitting in the corner, deactivated.
5 The pit
This rounded chamber, and the narrow passageways leading to it, are used the black puddings that inhabit this dungeon – the passages are appropriately sized for a small-sized or smaller creature, but the puddings can pass through slowly. While the puddings are drawn for reasons unknown to the laboratory in 6, they use the steep downward shaft leading down from this chamber when driven to feed – where it leads the team was not able to learn, but it is at least 50’ straight down.
6 The laboratory
This room, once used for research, has three entrances, two concealed entrances on the east wall (search dc 18) , and one of the pudding-tunnels behind a workbench.
There are three stone workbenches in this room, covered with the remains of broken beakers and glass tubing. If handled delicately, 3d4x10 gp worth of alchemical equipment can be recovered, and the optics for three pairs of goggles of minute seeing. A silver dagger has fallen behind one of the workbenches.
In any of the areas aside from 1, there is a 10% chance of encountering a black pudding – no more than 2 will be encountered in total unless the party spends 10 hours or more in this dungeon(a third will return from the depths). The clay golems will ignore the puddings and vice-versa, unless they are keeping a prisoner in which case they will defend him or her.
And that is the adventure – it has a bit of a killer DM feel to it, and I don’t intend to run it for my current party (especially after posting it here), without doing some fine-tuning.
If you’re asking “where is the treasure?” then you have not been paying attention – the clay golems are worth 40,000 gold each, if controlled – it is probably far more wealth than this dungeon should have generated for them. This is more of an exercise, stretching my design muscles. I will say that I don’t feel any of the challenges are unfair for a 3rd-7th level party – a black pudding is tough to beat, but can’t keep up with the party and can be dealt with at range. The golems can be used, if controlled, to defeat them as well.
Am I hitting that mark?
Friday, November 4, 2011
Applying the List Method
What about in town? When staying at a motel or hotel, in almost any town or city, a list is provided:
Restaurants
The Owlbear's Nest - Come sit by our hearth and listen to the finest in local bards, and choose from our unmatched selection of dwarven ales.
Beholder's Eye - Our master chef will levitate your meal directly to your plate, a dining experience you will never forget.

Little capsule descriptions of local businesses written to attract customers. This list does not have to be complete, but will include most that are on the beaten path.
Unlike the list of doors, these locations will have to be fleshed out a bit more in advance, but won't require the same list of details. Maybe a floor plan, a menu, and a list of four NPCs (shouldn't need combat stats of their own) to provide local flavor.
When the players are traveling to these locations, I don't plan to skip "ok you walk to xyz bar", at least the first time. Mentioning businesses, open and active or closed and boarded up can provide hooks for future adventures, establish these places in everyone's minds.
Thursday, November 3, 2011
My own personal edition wars
In preparing for a new game, I have to decide which system to run. It isn't an easy decision.
Pathfinder? In the next week I am expecting to receive a copy of the Pathfinder starter box, and I plan on picking up the core book if it is not under the tree this year. Am I going to run Pathfinder? Maybe. I have heard good things about it and it seems to address some of my concerns with three dot five.
Four-eee? I recently was confined to a small home in Ballard, given stimulants and piloted a Kenku Rogue for about 21 hours. Our DM, Mr. wh40d6 ran a fine game and I had a good time. I didn't feel as much frustration with the abstractions of fourth edition as I have in the past (I played once for about an hour and became extremely ill, but I can't prove that 4e was to blame).
This system has a lot of safety rails - the dungeon master has guidelines on how much xp an encounter should have, character classes have well-defined roles, players manage resources in the form of power cards which add a great dell of homogeneity to the game. A player only needs to learn one or two mechanics, like marking a foe, to play a new class or role. A wizard has a sharply limited list of combat powers and rituals, which is easier but feels limiting.
There are also some excellent simplifications. A monster has a level, and a set xp value, which makes dungeon stocking and xp allocation much quicker for the DM. Single-hitpoint minions provide a great source of dungeon fodder that is quicker and easier to run. Movement, much as it pains me to admit it, is a lot quicker and easier when you just say that diagonal moves are also 5 feet.
Aggregated skills - "perception" is spot, listen, and search rolled into one. This is great unless one is playing a rogue, as it is wisdom-based. More on this later... "Stealth" is hide and move silently together. "Thievery" covers removing or setting traps, and pickpocketing. Similar reductions are made in social skills as well, I am told.
4e also turns saving throws into resistances, so the attacker rolls against fort rather than the defender making a saving throw. Interesting, but I could take or leave it. It is, I suppose, more consistent.
In short, many little changes that make the game easier (but more limiting) to play, and remove DMing headaches. I can't bring myself to embrace 4e. I will happily play it in the future, but just not ready to call it my game. Maybe I'll like what Monte is Cook-ing better.
Retro-gaming/OSR I should have a card printed up saying "I believe that newer does not necessarily mean better, and embrace the themes of classical gaming." just so i can claim to be a card-carrying grognard.
That being said, I don't like old-school saving throws and descending Armor Class. They are more work than they are worth to keep track of. I do like simple character sheets and large, forbidding dungeons.
The "old school" scene is alive and kicking, but my players just aren't excited about it. Sites like jrients, bxblackrazor and grognardia are good jumping off points if you are curious.
Three-dot-five Third edition, so they told us, was the most researched and playtested system ever. Until they came out with 3.5 to fix all the broken stuff.
I like 3.5, I really do. I have run or played more of this edition than any other version of D&D. It is a comfortable, well-worn suit, but it also has some annoying holes that I keep meaning to patch.
I. Lots of source material, which different abilities and options for players who want to really give the DM a headache. Even the official material is pretty questionable at times. However plugging this hole is tough. Despite the headaches of the material that is unbalanced, there are plenty of fun, well-balanced classes, feats, and spells.
II. Complicated experience. In order to figure out how much a combat is worth to the party, one must take the number of enemies defeated, and their CRs, and consult a table in the DMG, to determine what the overall CR of the encounter was. If two monsters are in a fight and they have different CRs, the rules are a little murky, but it is touched upon. Then, after finding the CR of the encounter, the DM must find the CR on a table (cross-referenced by party average level) and divide the experience points by number of players. I got pretty fast with this, but it really makes the static XP in Pathfinder/4e look appealing.
I had actually made this part tougher on myself by figuring experience separately for each character based on their level (the theory being a 2nd level character would learn more from an encounter than a 5th level one). This is probably a bit wrong-headed as the points needed to level up grow at each level, and I never had player characters more than a level different from one another. It suited my desires for granularity and fairness.
This approach appeals to my math geekery, but even a simple count-off like 7.5, 15, 22.5, 30 will trip me up in the heat of battle. 4e makes it 5 foot movement, which is more than a little broken (whee, by moving this way I can move fifty feet per round!) but it really makes things go quicker. For the sake of an easier quicker resolution of movement I sacrifice logic and physics, and after running a long 3.5 campaign .. 30, uhh.. 37.5, 45, 50... 2 point 5.... Yeah I think it is a price I can pay.
IV. Boring critical hits.. Well perhaps I won't fix this, but I keep wanting criticals to do more than double damage. Not triple damage, but stuff. Limbs shattered, heads removed, weapons and armor destroyed, the carnage of a fantasy battle.
The problem is that players will inevitably, and rightly feel screwed by this. Player characters are almost always outnumbered by enemies, so the DM has many more chances to roll those devastating criticals. And a player character has to live with the consequences. That owlbear you removed two limbs from probably won't be coming back for revenge, but the DM can just pull two more from the nether for the next battle. Monsters and npcs generally don't survive battles, so never walking again simply doesn't matter.
Wednesday, November 2, 2011
Getting my design on...
It has not been decided what system I will run, who will play, or what the campaign will specifically be, but in the new year, there will be Game.
And I am even planning to run it.
I had been putting serious thought into a campaign based on the consequences of adding guns to d&d. Inspired by images like this:
I saw adventurers cutting a path to adventure with both powder and magic of the black variety. Maybe it would be a sandbox game, maybe it would be a game of intrigue and warfare.
In the wilderness one might encounter groups of elite blue-cloaked riflemen, pursuing the elven rebels of the silver skein, a band fighting for freedom or revenge against the brutal and systematic oppression of their kind. I saw adventurers coming into contact with these factions, taking a side, or trying to broker a peace.
It would be powerful, and dramatic, and grim, and bloody, and.. Started to sound like it wouldn't be any fun. I think the story has potential, but as the backdrop of a campaign had the risk of being a series of downers, including a plan I was working up of having a wilderness community that the players would use as a base of operations, forming bonds with the NPCs, becoming involved in their lives, only to find they had been pointlessly slaughtered by one faction for trading with the other. I just didn't want to run it. Maybe in the future I might use it as source material, but I just don't want it now.
So instead I am thinking of something like Stargate meets D&D, but with the players as prospectors rather than soldiers (so more like Fred Pohl's Gateway novels). A hallway of many doors, leading to many adventures. If a player is missing one week then he doesn't step through the door. It could work.
The heart of how I will run this (if I don't decide to do something else) will be similar to Westmarches. The players will have a list of doors, and the initial scouting mission resuts, and they tell me in advance of the game where they will be exploring. I don't know that this will be a 1-20 campaign, but I can run it for as long as it maintains the fun.
The initial scouting mission is a clay golem carrying a cageful of rats. It is instructed to enter the door, stand still and observe for five minutes, then return through the door. If attacked, it should return immediately. Adventurers wishing to explore these various doors are given the information gleaned from this to decide on which doors to try, and prepare as much as possible. The adventurers are considered expendable, no rescue attempt is sent if they do not return.
B@ R@ Golem returned unharmed, saw worked-stone underground passageway - the rats were all asphyxiated. The scouting mission that followed did not return (they carried a bottle of air)
G@ R@ Apparently dwarven construction, golem returned without incident. No exploration yet.
B@ R@ Golem did not return, one enormous mutated rat came back through door an hour later. No exploration yet
B@ R@ Golem saw nothing (apparently magical darkness) rats returned drained of life by negative energy. No exploration yet.
[blogger is stripping the colors out that I am setting. G next to the @ is green, R is red, B is black]
The first @ indicates the result of the golem's exploration, the second @ any human exploration.
When nothing returns, the door is coded double-black and exploration is forbidden.
Not all the doors will be considered level-appropriate for the players - no idea yet how they will react to this concept.
I may post a sample-dungeon based on one of my hooks, to show how it relates to the exploration mission. Things should be hard, but not unfair.
Tuesday, November 1, 2011
How about another stab at mobile blogging?
Posting on blogspot on my phone seems to work, if I use the right browser, and for a few hundred words. After that the scripting on the page uses up too much memory and my phone closes the browser to resolve the issue, taking my work with it.
So now I am writing this out using Word Mobile, in the hopes that it won't cause me to lose a large draft along with 1d6 san. I can hope, right?
There has not been another Fishy the Ranger session since my last post on the subject. After losing all his money and equipment, another assault on the Caves of Chaos would be suicidal, so I have another plan for the next session. We'll see how it turns out.

My friend and 21-hour dm mr wh40d6.blogspot.com was kind enough to loan me his copy of the D&D boardgame Castle Ravenloft, and I have played a couple games of this with my son - on the second mission we re-picked characters and powers. He went with the Dragonborn fighter (from the Ashardalon game) and I went with the Eladrin wuss, I mean wizard.
It turns out that his plan of taking a character with the highest available AC and HP was sound, I barely got through the final fight alive, and he was ready to bash several more monsters if they had shown up.
I won't try to give a review of these boardgames, firstly because there are a glut of such reviews already online, and secondly because I haven't played very much yet. I will say that I like it, and the 4e system of power cards works well in the context of a boardgame. The suggested age for the game is 12+, but there is nothing excessively graphic or scary in the descriptions, and the complication of the rules means that someone should be old enough to grok the rules, but not everyone has to.
Not sure what the word-count is now, but I am going to wrap this up here. If I can tap out a post or two while I'm on the bus, it becomes far more likely that there will actually be new posts in this space.
Sunday, August 28, 2011
Dungeons & Allies (Fishy the Ranger, Session 3)
Wednesday, August 17, 2011
Friday, July 9, 2010
The OSR Kool-Aid
I seem to be severely delinquent in my updating. Should try to correct this tonight. Maybe.
Played my first ever game of 4e last friday, playing my second one tomorrow. Still trying to form opinions which feel original. So far it seems to be confirming most of the positive and negative comments I have heard. Fun, gamish-over-simulationist, disassociated..
Trying to give it a fair shot.
Saturday, June 19, 2010
Critical thinking
Saturday, June 5, 2010
Muskets vs Longbows (Part 3 of 4, maybe)
Things aren't looking good for my 2nd edition musketmen.
Saturday, May 29, 2010
Muskets vs Longbows (Part 2 of several)
Tuesday, May 25, 2010
Muskets vs. Longbows (Part 1 of ??)
Claude, as a commoner, is proficient with one simple weapon. He wields a sickle as a weapon of self-defense. He is not proficient with the longbow, and therefore has a -4 penalty when wielding it, and deals an average of 4.5 damage when he does hit. He can fire every round, as reloading the longbow is a free action for him. His longbow only cost 75 gp,
Derek is also a commoner, and is similarly not proficient with the musket. He takes a -4 penalty when attacking, and has to take his standard action every other round reloading. However, his weapon still deals an average of 6.5 damage when it hits. This isn't enough to make up for his low rate of fire compared to Claude, and his weapon still costs a staggering 500 gp.
In D&D 3.5, there doesn't seem to be a good reason to equip an army with muskets. It's more expensive and doesn't deal a decisive amount of extra damage compared to the longbow with a professional soldier, or a conscripted commoner.
Next time, I take aim (ha!) at early firearms in D20 Past.
Monday, May 3, 2010
Focus on the positive
It had the teratomorph, which some complete...ly different thinking person reckoned to be CR16.
Anyways, I will say what I liked about the teratomorph encounter..
Transformation: Target is changed as though targeted by Polymorph Any Object, changed to an object of DM's choice.
The DM chose to ask his five-year-old son to name something, which ended up being a "spray bottle". To keep it in appropriate tech level this became one of those things with a bulb that is squeezed to spray perfume (someday I will research before I start typing my blog)
fortunately the change was temporary, per the spell descriptor.
You see, every time the teratomorph hits with it's nearly unavoidable melee slam, the DM rolls on what I call the "random cornhole table", with such lovely things as 2d4 constitution drain, d6 strength or dex drain, change into a cosmetic appliance, or DEATH. Not just quick-trip-to-the-druid's-office death, this is 18th-level-cleric-and-25000-gp-worth-of-diamond DEATH. I rolled high on th table and this happened to Epik in the first round. I decided that this was a bit extreme(as is everything about the teratomorph), so he came back the next time I rolled on that table, with his skin turned a randomly chosen blue.
I am not even mentioning half of the insanity of the teratomorph.
But as I said, I will focus on the positive. Changing a player character into a spray bottle was hilarious. Asking a small child to choose the punishment of a character is like asking Ray Zelinski to choose the form of Gozer the Destroyer - pure fun and deliciously ironic to have a half-orc suddenly be a cause of good smells.
Saturday, May 1, 2010
Little heroes...
So tonight I was able to get my regular group together here at Chez Grag. Wednesday, April 14, 2010
I'm sure someone important said it
Most osr systems seem to have about three or four character classes, plus races handled in one way or another.
Fighting-man and magic-user are usually offered, and cleric and thief might be there, depending on the mood of whatever writer is copying-and-pasting old saving throw charts while (nod, wink) attributing the material as "derived" from OGL material.
Enough of that. There are two to four character classes, plus races which might be races or might also be character classes.
There is no barbarian, no monk, no initiate of the seventh favored solstice of zartan, the classes are kept minimal and usually picked based on the results of tossing three cubes a total of eighteen times. Characters are written on a single sheet of paper and are not developed before play.
And I think that can be a good thing. To be honest I haven't really played that format yet, only read about it. My feelings on this matter will probably not survive contact with actual gameplay, will be changed in some way that I cannot hope to predict.
Anyways, much of my time in D&D has been spent in 3.x, so I tend to expect flavor expressed in the form of character class. But if I am going to embrace OSR/DIY values, I feel some pressure to abandon the idea. I wonder about a third option, with some capriciousness built in.
I am thinking about "concept cards", and I am sure my idea isn't that original. For one reason or another, a player recieves a card with the description of a variant on his character. The character isn't just a fighting-man, he is now a berserk, or a blue-lotus monk, or a duelist. A wizard might become a geomancer, or demon-touched. These kits would be permanent additions, or might not, perhaps there are rules that have to be followed to keep the path. They would have a specific mechanical effect, and would probably not change the xp cost of leveling. Something to flavor a character which looks in some ways like multi-classing or prestige class, witbout bulking up the rules more than necessary.
These might be made available at a certain level threshold, say level four or five. They might be chosen completely at random, or partially at random with the DM selecting out a group of them based on the character alignment, or the player's style.
I think it should be a moment of revelation.. the player touches a standing stone on a hill and is thunderstruck, or uncovers an ancient tome detailing a special path.
Characters would be limited to one kit only, and they should probably have ability score requirements, although that brushes with the old issue of limiting player options based on factors outside their control, a hallmark of OSR material which always rankled me, like XP bonuses based on high score in prime-requisite.
Just felt like throwing this out, to try to figure out what i think about it, and maybe get another opinion or two.
Tuesday, April 6, 2010
a little bit of what is going on
Weren't they sealed 'forever' before the story started?
Grag [7:34 AM]:
well, yeah. but then something bad happened.
Matt [7:34 AM]:
Yeah. That is BS. You D E S T R O Y the evil
Matt [7:34 AM]:
you don't put it in a little box for a kid to come open someday
Matt [7:34 AM]:
Kid = adventurer with too much curiosity
Grag [7:34 AM]:
christmas just isn't as interesting if you don't!
Friday, April 2, 2010
"What are you running next?"
As mentioned before, I am trying not to think forward to the "next" game, as I have this one to finish.
Still, I can't help but put forward some thoughts. Clerics are a common thing to be annoyed at, and it's tempting to want them out of the game, but what if we just make healing potions available?
Spellcasters in general can be annoying when running the game, but they are part of the fantasy trope. One can't have spell-slingers in the game without allowing them as a PC option, right?
One thought that has been percolating is the idea of having a clear divide between "gifted" magic users, and rule-magic.. Rule-magic is traditional vancian d&d casting, and gifted people are those born with a particular magical gift. This might be as simple as being able to throw some magic missiles, and as powerful as having an innate ability to disintegrate or raise dead. Maybe spend hitpoints or temporary con damage to cast, vis-a-vis microlite20.
The gifted magic users are sometimes hated or feared, sometimes become central figures in a cult. They are targeted by rule-magic users that want to dissect them and try to reproduce their power.
Or not. It is just one idea, and doesn't jibe with the sandbox concept that I've been considering, or at least it doesn't feel right to me.
I think there are some hard decisions I will need to make about what sort of game I want to run, which should shape what sort of system/rules I use. Maybe I'll even explore concepts with a series of one-offs.
As I mentioned before, it is important that I not really try to make these decisions. This will only lead to spending game-prep time working on a campaign that is not the one I am currently running.
I must remain focused.
Wednesday, March 31, 2010
The Gem and the Staff 1 -- Erik vs Tower
Here is my after-action report on my first run-through of the Dungeons and Dragons adventure module O1 - The Gem and the Staff. My plan is to write one of these when each of my players runs through, and at the end I will post my parting thoughts. I will try to avoid any spoilers in these reports.
My opinions on the module may seem inconsistent through this, I am going to be posting these as I go. I will probably also post some (spoiler) thoughts on how I would change it, and maybe write up how to change it for d20.
I stumbled across reports of this module online, in some OSR blog or another's comments. Module O1- The Gem and The Staff seems to be commonly held as an example of a one-player module. I don't know if, or how many others might exist.
I picked it up used via amazon for nine dollars (including shipping), so it seems to be very commonly available, even though it was published in 1984.
The Module requires the "expert set", according to the included map/dm's shield, but I was able to run it using Mr. Mentzer's Basic Set and Labyrinth Lord (just the to-hit tables and saving throws). Labyrinth Lord would probably be enough.
I used the od&d saving throws and thief skills, but converted to ascending armor class.
The module is time-limited, and is designed for competitive play by including a scoring sheet, which allows 33 possible points, weighted towards intelligent and sneaky play. There are two adventures included, and I plan on running each of my players through both of them.
I am trying to avoid spoilers in describing this, so please forgive any vagueness. The Tower is designed to be a challenging, but not completely unforgiving adventure. There are a number of obstacles requiring percentile rolls, and in many cases failure means the player will need to try an alternative method of solving a problem. Dead-ending is a very real possibility if the dice are in a bad mood, especially if combat occurs.
In one case I deviated from the rules, allowing one reroll on picking lock. Under original rules a thief may not retry a lock or trap until they have gained a level of experience.
Erik vs. Tormaq's Tower
Today I ran this module for the first time for Erik, a team-mate at work and a player in my regular 3.5 game.
We set out to play over our lunch hour, and managed to finish just under that time. The module has a listed 30 minute (actual) time limit, but it took about 35 minutes for Erik to finish -- he completed the module, but did not do anything which had a point value after the limit had elapsed.
Setup went smoothly, and we had started playing within about ten minutes of being settled down with the material. I did not bother using minatures, and the map book provided worked extremely well. Covering the unused side of the page was suggested, but there was only one real spoiler on any of them that I noticed.
I am trying to avoid spoilers in describing this, so please forgive any vagueness. The Tower is designed to be a challenging, but not completely unforgiving adventure. There are a number of obstacles requiring percentile rolls, and in many cases failure means the player will need to try an alternative method of solving a problem. Dead-ending is a very real possibility if the dice are in a bad mood, especially if combat occurs.
In one case I deviated from the rules, allowing one reroll on picking lock. Under original rules a thief may not retry a lock or trap until they have gained a level of experience.
Erik played, in general, very well. He struggled with a word puzzle(which cost him time), and he missed a few opportunities to improve his odds of success. He scored 14 out of a possible 33 points. He blamed the dice we were using (not his regular ones) for much of his misfortune.
Erik:
Having never played DND pre 3.0, aside from a brief 2nd edition stint in which i was unconscious the whole game. (who sends a level 1 good ranger into Zhentil keep I mean really?)
This was a nice look at "old school" DND. It certainly is a big deviation from today's version where there is a roll for everything. It was definately a different playing style. You had to really pay attention to all the details of the descriptions otherwise you would miss something important. I missed out on some things because I didn't hear the description right. Which brings me to a note, in 3.0 you can be reasonably sure you find everything there is to find if you roll a high number on your search or spot. However I quickly caught on in this module that I wasn't going to be getting any information unless I started asking questions about my surroundings. There was no, "I roll a 20 on search what do I find in the room", no sir.
Another thing of note is, don't make the GM ask you what you are doing. Describe exactly what your action is. Any time you give the GM lisence to determine what you character did is a time you can be thrown into an unforeseen consequence ie trap or some other catch. So if you think your character is moving silently say so, or if you imagine your character is checking for traps all along the way be sure to follow that up with a description, or your liable to be making a lot of noise and setting off traps.
Anyway, in summation this module is a proponent of Roleplaying and intelligent thinking over Roll playing and hoping you get above 13 on that d20.
Thursday, March 25, 2010
Don't switch horses
If you want to see the ones I mean, OldSchoolJump is a veritable Decanter of Endless Linkage.
These have been giving me a lot of "grass is greener" feelings about my current 3.5 game.
I find the game I am running right now very frustrating. It means a lot to me and the players, but sometimes it feels like equal parts chore and challenge. I feel outmunchkinned by the party, thanks in no small part to the lazy-fair attitude I have taken towards the use of official supplements(spell compendium contains some gamebreakers).. and I have started to view a return to an old-school playstyle as the panacea to this. Manageable power levels, monsters that can effectively trample the players if not handled properly.
I find myself often looking forward to the next campaign, where I will run some mutated variety of OSRIC or Labyrinth Lord, or Microlite20.
It's not fair to my group, though. I get this. I know that devoting attention to the "next game" before finishing this one is a waste of energy.
When my current campaign is done with, I will take a nice holiday, slinging ten-siders to spend motes of essence, with someone else behind the shield.
I am looking forward to it, but it is important that I devote my energies to making the finale of my current game as good as I can.
One caveat, before I am called hypocrite-- I am going to run a one-off game using OSR with a module I recently purchased. Preptime is minimal and it is a very user-friendly module from what I have seen so far. So no rubbing my nose in this particular post when it is followed by after-action reports on a different game. Just don't.


