Monday, November 23, 2009
Holiday Gaming
Holiday gaming took on an even bigger aspect in the 80s. In 1981 my brothers and mother moved 800 miles away, and when I went to college I only saw them during the holidays. Unfortunately the very small town my family moved to had a huge dearth of anyone interested in RPGs, so it was left to me and my visits during the holidays to bring gaming to my brothers and their friends. When I got into town for the Thanksgiving or Christmas season, we would literally game non-stop for days (ditto when my brothers came to visit me during those same periods). Often they had friends stop by to game with us, as I was a "REAL DM" from the big city, a fact I was inordinately proud of when one of my brothers would introduce me to the few eager fellows they had recruited to play. The gaming was mostly one-shot as we didn't have the means to do any campaign related stuff, so I still to this day recall weekend-long sessions running I2 Tomb of the Lizard King, the classic X4/X5 Expert "Desert Nomad" series, and the Call of Cthulhu campaign Shadows of Yog-Sothoth. A couple times we squeezed in Top Secret sessions using the Orient Express adventure pack (Top Secret was a great one shot adventure game, especially for those not familiar with roleplaying, because everyone has seen a Bond movie or two and wants to be a superspy, and shoot someone in the head). Several times the entire neighborhood (which consisted of maybe 5 other kids) stayed the night at my mom's house during Christmas or Spring Break vacation so that I could run a group through Temple of Death with just a break or two to eat thanksgiving turkey leftovers or Christmas pies and cookies. A couple kids in the neighborhood either had no family or very indifferent families (one friend of my middle brother had parents that had disappeared on a fishing trip years earlier, feared drowned, and he practically lived at my mom's house most of the year). I think those kids looked forward to my holiday visits and promise of escape into fantasy worlds as much as my brothers did.
In an earlier post I talked about a great Call of Cthulhu game run during holiday sessions, and we often ran one shots from The Asylum or Cthulhu Companion adventure packs. If we paused to contemplate the irony of rushing through our family Thanksgiving dinner so we could hurry back to butcher slimy Deep Ones and be eaten alive by shoggoths or have brains blasted to goo by Things Not Meant To Be, I don't remember. The best session we ever had was one of the last ones...the first year my brothers and family had moved back here, we decided to run a one-shot of B1 In Search of the Unknown. I made my brothers roll three 6 sided dice in order, old school, with the results of one brother running a functioning idiot (Int and Wis together about 10 pts total) and the other with a 90 year old priest (he said he was 90 because his Str and Con were about 4 pts each). The first character was so stupid my brother had him roll for his equipment randomly, which led him to bringing a cat (stuffed in his pouch) along for the dungeon crawl, and using a hammer (not a lucern or war hammer, just a....hammer) as a weapon. High point of the crawl was a desperate battle with orcs, which led my brother to take out the cat and throw it in the face of a surprised orc...and with it's claw,claw, bite, promptly rip the unlucky humanoid's throat out and cause the rest of the orcs to check morale and retreat at the "magical demon" the fighter had unleashed! We were laughing and hollering so loud during the entire game, we were getting dirty looks from the rest of the family engaged in more "genteel" pursuits on Christmas Eve (the only time we got dirtier looks was when we watched Reservoir Dogs one Christmas Eve on the big TV in the living room, but that's another story.....)
Looking back on it, gaming was something we had enjoyed together before our parent's separation, and being together for the holidays gave us a chance to bond as brothers in a way we understood. Some families have touch football games, drinking bull sessions, card games or watching sports as a "bonding" activity during these times....we did the same except we bonded with a fighter and mage destroying an evil temple and rescuing a large amount of gold and jewelry. The most natural thing in the world!
As we got older and my family moved back into my hometown, we didn't game as much during the holidays as we once did. Since we could see each other much more often, the urgency to cram as much gaming into the holiday period as possible wasn't there. Particularly when wives and kids became part of the picture, the RPG sessions we had enjoyed have become family game sessions (Trivial Pursuit is my favorite because I never lose, Scene It and Cranium are popular, but the kids love Apples to Apples and it's become somewhat of a Christmas Eve tradition). I sure do miss the day, weekend, and sometimes week-long RPG sessions of the 80s holidays though, when we didn't have a care in the world except which game session and adventure to use next!
Friday, October 23, 2009
Non-Standard Critters For Fun and Profit
In my own campaign world, I do this all the time. I have dozens of types of skeletons and zombies; jungle stirges; arctic owlbears; a score of poisonous snakes (based on real life examples like the black mamba and fer de lance) each whose poison has differing effects; various varieties of iron cobras (some giant sized), spell-casting ogres, and much more. I know there is nothing "original" about this, but I have always disliked the player who memorized the Monster Manual to the point of a rabid zoologist and always knew the EXACT spell to counter any monster (which is the best time to mention that a blessed crossbow bolt does SQUAT to rakshasas in my world.....!) When I created my own campaign world, I gave certain monsters the "week off" (there are very few hobgoblins, bugbears and drow) and instead concentrated on more varied undead, climatical varieties of regular creatures (arctic owlbears and snakes, jungle stirges and ogres, desert spiders, swamp landsharks, etc), and intelligent spellcasting gargoyles, spectres and dopplegangers. I also allow monsters to pick up and use items like any other schlub. Why wouldn't a halfway intelligent creature pick up that glowing sword or shield instead of leaving it sitting on that sack of gold? The dead adventurer was wearing this pretty ring? I'm putting it on...hey, I'm invisible!
Confounding player's expectations is really doing them (and you) a favor. If a character in my campaign sees a giant of any type and assumes ANYTHING other than it looks mean, powerful, and could have something up it's sleeve this side of a vorpal blade, they have only themselves to blame when the "simple" hill giant begins beating the tar out of them using a girdle of Storm Giant strength...or begins casting a fireball at the party standing out of missile weapon range. Presuming to know the DM's world (or mind) without empirical evidence can get you dead really fast in my campaigns.
One of my favorite encounters was many years ago in some campaign or another I ran, as a band of adventurers was trudging across the wilderness and came across a kobold sitting on a fence post. He eyed the approaching group but did nothing to move or hide (a warning right there). In the middle of nowhere, the heavily scarred critter exuded toughness and had a gleaming sword hanging on a scabbard at it's side. Veterans of my campaigns knew something was up, so they gave the grizzled warrior a nod and wave and continued on. Newbies were looking at the vets with mouth agape..."It's a kobold, for crying out loud! Free XP! Let's get 'em!" as their characters rushed to what they thought would be easy pickens.
A few rounds later, the 10th level kobold warrior having viciously thrashed the sadder but wiser newbies (being careful not to kill them lest he raise the ire of the other adventurers), he paused to spit on the ground and pointed to the pile of groaning bodies. "These idiots belong to you?" he snarled. The unbeaten party members smiled, shrugged and nodded as he strolled on, his rest spoiled. The players learned a valuable lesson that served them well: appearances can be deceiving, and don't base your expectations on what is in-between the covers of the MM. They soon learned that while the MM provides a baseline description, in my campaign world, it pays to be cautious.
Here is a very heavily edited chart I sometimes use when I want to spring a little surprise using a iconic D&D critter. I usually just use it when I'm working on a unique encounter or trying to create a "boss" type with a little more "oomph". It's not the quality of a James Raggi Random Esoteric Creature Generator, but it does the job:
- Breathes Fire (3-18 pts, cone 10 feet long at base)
- Has Shocking Grasp (1-8 electrical damage per touch)
- Poisonous breath (cloud 10x10x10, sv vs poison or die, immune to own breath)
- Spellcaster (mage or priest of 1st-5th level)
- Touch causes disease (as 3rd level AD&D spell)
- Immune to attack form (Cold, Fire, Poison, En/Charm, etc)
- Uses a magic weapon in combat
- Uses missile weapons in combat
- Reflects magic on caster
- Smarter than the average bear
- Uses magic item (ring, potion, amulet, etc)
- Unusual alliance
For unusual powers like the above, I use the "touched by the gods" explanation in my campaign. In certain creatures, powers develop that mean that one is favored by the gods (may or may not be, it may be a mutation due to any reason) and they are often at the top of the food chain (natural leaders) of their group. Sometimes, however, their unusual powers make them outcasts and they will be found by themselves in a secluded lair, nursing their hatred at the world.
Breathes fire: self explanatory, can use once a round or turn;
Shocking grasp: can either turn it off or it is an continuous effect;
Poisonous breath: again, once a round or turn;
Spellcaster: Creature is particularly intelligent or wise (15-18) for it's kind, and has access to a spellbook and training or worships a god that answers it's call;
Touch causes disease: as the cleric spell, usually a worshipper of Bacaris (the god of Disease and Filth in my campaign, he often gives this boon to his worshippers hoping to spread plague)
Has a magic weapon: Got it from a foe defeated in battle or found it in a treasure horde;
Immune to a special attack form: choose randomly or use to confound expectations ( a troll immune to fire, for example, or a fire giant immune to cold);
Reflect magic: Only for "targeted" spells like Magic Missile or can expand to area spells;
Use Missile weapons: Many creatures would benefit from being able to fire a bow or even throw a spear or two before combat;
Smarter than the average bear: unlike most of it’s kind, the creature is a natural and cunning leader, of higher wisdom/intelligence, and is able to do some abstract thinking, use sophisticated battle tactics, and create devious traps/ambushes;
Uses a magic item: gathered from a defeated foe or found in a treasure horde;
Unusual alliance: has overcome it’s natural bestial hatred or hunger for others and entered into a mutually beneficial alliance with another creature.
Examples of each that could spice up your game and confound player expectations:
A Minotaur with fire breath
A Mummy with a shocking grasp
A Naga with poisonous breath (in addition to or in lieu of its poisonous bite)
A Medusa who is a 3rd level mage with Charm Person, Magic Missile, and Invisibility
A Carrion Crawler whose tentacles cause disease instead of/in addition to paralyzing
A Wolfwere with a +2 longsword
A Troll immune to non-magical weapons
A Spectre that reflects magic
A group of Gargoyles that uses longbows before they fly to attack
A Displacer Beast who is a genius of it’s kind….a leader of the pack extraodinaire, it has turned the other beasts into a well-trained fighting force; they use tactics like ganging up on one character to kill them before moving to another, bounding past fighters to attack spellcasters, and setting ambushes in the caves where they lair (aided by howls and barks of the genius Beast)
A Lamia with a ring of fire resistance and a potion of extra healing
A pair of Dopplegangers who have formed an alliance with a Deathkiss beholder. They wait in the wilderness and take on the appearance of a merchant and his mule being attacked by the deathkiss. As soon as the party engages the deathkiss and attempts to rescue the “merchant and beast”, the pair will attack by surprise.
It goes without saying that such unusual permutaions shouldn't be overused, lest your campaign become a "random monster" session and lose a lot of credibility. If every goblin, orc and werewolf is wielding a magic sword, wand of paralyzation and firing lasers from their frikken eyes, the campaign starts to resemble a particularly jokey version of Gamma World or Mutant Future. I also like to leave some sort of small clue that "not everything is quite kosher" to train your players to be more observant. Perhaps the bodies in the minotaur's lair are burned beyond recognition, or the one survivor of the medusa's fury says "she appeared out of nowhere, I swear!" while recovering at the local inn.
Remember to bump that XP reward, while you're at it!
Monday, October 19, 2009
NTRPG Con: 2010 Guest List Set!
Except for Gary Con (http://www.garycon.com/ ) there exists few conventions nowadays devoted exclusively to old school gaming. NTRPG Con was brainstormed up one fine day as a way for old-school gamers to get together and share the game they love without having to dodge Magic cards, LARPs, pirate-dressed wanna be actors, and the latest "Game Du Jour" put out by WOTC or whoever. All the guys running games (which last year included Black Blade Publishing's Jon Hershberger and Allan Grohe) know the score and sometimes the choice of playing in an event is downright nervewracking (Friday night, should I go through El Raja Key DM'd by Rob Kuntz? Tim Kask's newly written OD&D adventure Temple of the Weaver Queen? Or Frank Mentzer's adventure in his classic game world of Emphyria? Arrggggh!)
This year, we've expanded the action by a day to accommodate even more old school goodness, and have finalized our lineup of special guests for 2010. Joining Tim Kask, Rob Kuntz, Paul Jaquays, Dennis Sustarre and Jason Braun (artist extraordinaire) from last year are Steve Winter and Jim Ward. Jim's name is well known in old school circles as the creator of Metamorphosis Alpha and has had his presence in gaming since the beginning, his Tainted Lands setting has just been released by Troll Lords; Steve Winter worked at TSR for 20 years spanning the EGG era through the beginnings of 3rd edition D&D. Both gentlemen will be a great addition to the present lineup and we can't wait to meet both! (Due to other circumstances, Frank Mentzer won't be able to make the con this year, and we hope to have him back again for a con in the future).
For those not in the know, the guests at NTRPG Con are not required to run games (although most happily do); all we ask is that they be accessable to con members and mingle. Guests were often seen (when not running games) in the eating area of the hotel discussing many events (the epic several hour conversation between old friends Paul Jaquays and Dennis Sustarre was witnessed and participated in by many con members not gaming at the time; one of my personal high points of the con!!!) Having a bite to eat at the local Denny's with Tim and Frank late Saturday night (actually, early Sunday morning) was also a treat. Lots of stories and reminisces were shared and the entire activity becomes an incredible experience for anyone interested in the history of the hobby.
In addition to our guests we have had commitments by Sword & Wizardry's Matt Finch (http://www.swordsandwizardry.com/), Black Blade Publishing (http://black-blade-publishing.com/), Pacesetter Games (http://pacesettergames.com/), and Troll Lord (publishers of Castles & Crusades) to run games at NTRPG Con. We are also open to accepting other old school games and gamemasters as space opens up. I wish this was next week! I'm ready to go today!
Thursday, October 8, 2009
Magic Item Junkie

My philosophy on placing magic is probably not grognard tested (or approved), but generally, the weakest examples of magic items (+1 weapons, +1 rings of protection, +1 armor) are not uncommon. I figure some smart leader type centuries ago got a mage school to pump these out on a fairly regular basis to arm his minions; through the intervening period, these weapons have fallen into the hands of much "common" folk. Actually, that's pretty much what DID happen in my campaign world almost 2000 years ago when the Overlord's army threatened to over run the entire world; he literally had hundreds of mages (and priests, for that matter) loyal to his cult churning them out assembly line fashion to arm his followers. After the Cataclysm, these weapons have indeed found their way into various treasure hordes scattered across the planet. In my campaigns, it's fairly easy to determine you have come across a magical weapon or armor; they are the only ones in the treasure hordes that haven't aged and look new once they have been handled and polished off a little. Their individual powers might be a bit harder to figure out, although if grasped most magical items in my world will let the wielder know it's powers or purpose (kind of a bummer when the item is evil in intent, whoops).
It's not out of the question to figure every village or town across my world has one or two village elders with a magical weapon or device squirreled away for an emergency. The trick is to make the +2 and higher weapons much, much rarer in context. Not only are they a factor harder to find, but almost every weapon of +2 and above is a "unique" weapon with a special power or two (even if the special power is only to create Light '30 radius or speak a language). So, if you enter a good-sized town and notice all the guard commanders have at least a +1 sword, be assured that only the Leader of the Guard will have something as esoteric as a Flaming Longsword or talking sword that also detects magic and alignment. So, while everyone in one of my campaigns may possess at least one +1 weapon by 3rd level, getting anything better than that prior to 5th-7th level may be quite problematic (unless the characters happen to defeat a group of adventurers of higher level, or specifically hunt down a long-lost treasure horde rumored to contain a magic weapon or two of high quality).
It also must be noted at although I dearly love different types of variations on magic items, I don't favor "powerful" types of magic. I generally stick to items that have one or two intriguing functions that are not game changing, but that may affect the game in various ways. That, and the aforementioned "tweaking" an item to so something "standard" (i.e., invisibility) in a non-standard form. How the characters use an item that has probably never come up in their play before is one of the things that really interest me as a DM and as a student of the game. Everyone has been in a campaign with a +1 Cloak of Protection; how about a cloak that lets you assume the form of a stalagmite when the hood is put over your head? (one of the non-standard items in my campaign). I enjoy seeing what the clever player can bring to the table when give an item like that that takes them a bit out of the their "typical magic item" comfort zone.
Now, I don't cater to party expectations and sometimes the characters must adapt to the weapons or items they have found, or use something they are not proficient with in order to wield a magical weapon. For example right now one of my current adventuring parties (everyone 3-4 level) has everyone wielding at least one +1 weapon (well, except for a priest who is only proficient in the sling, club and mace and hasn't stumbled across anything), although the thief isn't proficient in the magical dagger she has found, and the druid just this level gained proficiency in a magical spear he was toting for an entire adventure. A few times in the past I specifically placed weapons for characters, and I felt "dirty" afterwards....as if I was injecting far too much of my own bias in the proceedings. Since then, I've let the chips (or magical items/weapons) fall as they may, and it's much more fun to watch the characters adapt to what they find rather than the other way around. Sometimes players slog through a dungeon only to be rewarded with several items they cannot use (say, Robes of Shadow or Rings of Bone, which are evil in purpose, or esoteric like a +3 Maul or halfling-sized +3 banded mail). Sometimes, however, that's where the fun begins as players must figure out how to make a profit off such items, either by finding someone to sell it or trade it to. My caution would be if you play in my campaigns don't expect to be fully outfitted in magical gee-gaws by 5th level (or at least, the magical goodies you EXPECT to find).
Anyway, this is a roundabout way of saying that to this day I add to my custom stock of magical items in my Core Rules CD rom program on a weekly basis, whenever I come across something in the four volume Encyclopedia Magica (fantastic resource for ANY edition) or while thumbing through an older Dragon, Polyhedron, or random fantasy oriented mag or rules system (like Rolemaster or Runequest). Some unique or interesting items may only rarely come up as part of a random treasure horde, while others might fit the personality or aims of a NPC character so perfectly they just belong with him or her. Whether or not the party can use the item is somewhat immaterial to me; I know in the past (particularly in the classic TSR "letter" series of modules in the late 70s and early 80s) magical items were placed with a purpose (Dungeon Design Tip #101, so to speak). For example, anyone hack and slashing through the classic G-series will, by the successful completion of G1, have not one but TWO flaming swords as well as a sword of Giant Slaying! (nice of Nosnra to keep that lying around.) I do enjoy the frisson that accompanies finding a not so standard item; sometimes players are flummoxed when they are confronted with an item that doesn't fit their preconceived notions of past dungeon play. So who gets the Bracers of Missile Protection? No previous paradigm exists for most of the oddball items that I toss into the campaign, so a lot of times it causes a new dynamic to emerge. Thieves, who are almost always presented with a Ring of Invisibility in a treasure horde, are often reluctant to instead take a pair of Boots of Invisibility (what if Boots of Elvenkind pop up later?). Mages presented with the aforementioned Bracers of Missile Protection will be in a quandary when Bracers of AC 4 are discovered; a fighter who wins a flaming longsword in battle might be loathe to give up his +1 weapon, since it also has the ability to detect invisibility '10 and can speak elvish, dwarvish and orcish. Even more so the truly non-standard items I introduce such as Pooky the Bear (detailed below) that anyone can use.
Anyway, I do so love the non-standard magic item, and today while flipping through a random mag while on the throne (Polyhedron #58 from 1991, the Magic Item Contest Winners column they used to run every year) I found a few more to add to my data base. Here they are below if you want to throw a curveball into your own campaigns!
Weapon:
Warstar of the Manticore: Several of these morning stars, +1, are believed to exist. However, scholars believe most owners of these weapons do not realize they have more than a melee weapon. Upon command, a Warstar of the Manticore releases 1d6 spikes at any one target. The spikes have a range of a light crossbow and instantly replace themselves. the wielder must make one "to hit" roll, adjusted for range, for the volley of spikes. The wielder gains the Warstar's +1 "to hit" bonus and any bonus he normally would be entitled to for high dexterity (the Warstar's enchantment negates dexterity penalties). The spikes can be released up to four times a day (thanks to Michael Madden)
Apparel:
Rock Robe: This average looking garment radiates a strong aura of alteration magic, if such is detected for. When first donned, nothing unusual happens, as the robe takes 24 hours to attune itself to its new owner. After that time its powers become known to the owner. The robe has two powers, each usable at will. The first allows the wearer to become a statue, similar to the 7th level wizard spell of the same name; no system shock roll is required, and the effect can be maintained indefinitely. The wearer can change back and forth between his flesh form and statue, with each change requiring one round. No other action scan be taken during the transformation.
The second power is immunity to petrification. Further, the robe can be used to return a petrified individual to flesh after it has attuned itself to that person for 24 hours. The robe only functions when worn, and it is useable by any character class (thanks to Gary Watkins)
Protection Item:
Pooky the Bear: This protection device is unique and was created by a high level mage for his children. This huggable, lovable stuffed bear looks like a typical toy animal, However, when held somewhere on the body, Pooky acts like a +3 Ring of Protection. In addition, if held while slumbering, the owner is surrounded by a Protection From Enemies 3 foot radius. This protection ends as soon as the owner awakes. While sleeping, the owner is prevented from suffering bad dreams. Because of the restful nature of sleep while slumbering with the bear, hit points are restored at twice the normal rate.
(Pooky came from a oddball published module whose name I can't recall...I changed it up a bit and inserted it into an adventure I ran BITD. My brother's tough as nails high level dwarven fighter came into possession of it, and would wear it stuffed under his armor into battle. Despite a lot of ribbing he kept the item and was probably the only name level Dwarven fighter ever to run into battle screaming "For Pooky!" with a stuffed bear head peeking out over the top of his plate mail....!)
Thursday, October 1, 2009
More Fun With Skype!
The party is really coming together, and it's always a magical moment for the DM when the players seem to "click" and everyone realizes their roles in the party...the thief/mage started hiding behind the burly fighter types to cast spells and shoot arrows, the cleric held his holy symbol and turned all the undead in sight, the druid began exploring the uses of his many spells when underground and battling mostly undead instead of outdoors battling living creatures, and the fighters, well they did what they do best. A lot less of "Everyone grabs a weapn and rushes up to whack the enemy" we saw in the first few sessions. I'm having a blast and the players seem to be having fun also.
While simplistic, Gametable has done just fine with the basics online (graph paper, drawing walls, pogs for representations of characters, monsters, trees, etc, dice rolling macros). I wish it had a few more features but right now it's performed admirably. Now that I replaced my cable, I had my first "drop free" session which helped quite a bit with the flow of the game....and might have hurt the players a little, they are used to having extra time to discuss strategy when I dropped out every 10 minutes or so for sixty secords or more!
I do miss some aspects of fact to face gaming...the minis, drawing out the rooms on the battle board, using my Dwarven Forge walls, being able to see the player's faces and react to that when I spring something on them, being able to easily show them visual representations, etc. However, Skype still remains IMO the best vehicle for gaming when everyone is scattered across the world, and has allowed us to have a 3-4 hour session four weeks in a row. For comparison, we haven't gamed in my face to face campaign since May, and even though it's been going for almost three years, have only managed back to back weeks one time (we are lucky to get once a month in at the best of times!)
My favorite part of the recent campaign (set on a steamy tropical jungle isle, and very reminiscent of pulp "Lost civilization" type adventures) was the last session when the party, who had successfully managed to deal with undead shadows, ghouls, zombies; poisonous snakes (the druid reasoned with the giant bushmaster snake and got him to leave!), tigers, and bloodthirsty native warriors....were almost wasted by....giant rats!
After clearing a room out of a bunch of ghouls, the party forced open a door that led a to a previously unexplored area. After entering, hordes of rabid giant rats began pouring out of a small pit it in the room. Two blown throws of oil vials later, the rats were swarming the party as I rolled 19's and 20's and covered the characters with bite after bite from the menaces. Finally, someone was able to get a pool of oil lit in front of the door and cut off reinforcements, just in time for the "king rat" (I described him as a rat as big as a potbelly pig, shades of Stephen King's short story "Night Shift") to show up and squeak a challenge. Just as they finished him off, a pair of ghouls returned from behind (whoops) with a Ghast leader, and the ghast quickly downed the two party fighters with paralyzing bites!
Suddenly, with the party's two fighters down to paralyzation, and still wounded from the attacking giant rats, (not to mention a rat as big as a pig gnawing on them), it looked reeeealy touch and go for a few minutes. I was down to deciding which character the ghast would choose as a "snack" after everyone went down, when the three remaining party members managed to hold off the undead just long enough for the paralyzed fighters to recover and rejoin the combat. That was a hard won battle, and in some ways was closer to a TPK than the later battle with a Shadow Fiend in the heart of the temple. Every campaign it seems has a moment early on when things are touch and go but the party pulls it out, and this gives them confidence for what lies ahead; this was definitely that moment!
Anyone wanting to keep track of the Isle of Delos Skype campaign (be warned, there's not much dialogue and it's more a "Just the facts, ma'am" type blog), the link is below:
http://delosdark.blogspot.com/
Friday, September 25, 2009
The Anti-Sandbox Sandbox Pt. 2
So, since my first work on this way back in April, I've finished the first level of my megadungeon, had an adventure in my megadungeon, found a town/village I want to use, drawn a map for my sandbox area of 270 x 150 miles, and started fleshing out lots of areas. I am not getting too detailed on anything as I want this to be mostly seat of the pants, although I am recycling and borrowing a lot of "set piece" dungeons I can plop into the wilderness, both for my own enjoyment and hopefully to tweak the old school memories of players. So far I have taken a lot of the old Dragon contest winner dungeons of the early 80s and plopped them into locales...Forest of Dread, Citadel by the Sea, and Mechica await discovery within my sandbox area!Just to update my purpose here, I wanted an easier, quicker adventure setting to run when my group couldn't get together, or I had random people populating my gaming table and didn't want to include them in my regular campaigning. Something quick but fun that I could pull out and run at a moment's notice, but enough "fiddly bits" that it would amuse me. I use 2E, with lots of fiddly bits, so I streamlined it down to a manageable set of rules, limited characters and races to mostly archetypes, and tried to get character creation quick and simple. While not as easy as running, say, Swords & Wizardry or Labyrinth Lord, I was able (with help from friends who took on character creation to work out the kinks) to get it down to 5-15 min (5 min for a simple fighter, 15 min for a paladin which had more decisions to make that I thought for his creation). With some practice I think I can streamline it even more. I'll have more on my rules systems, character types, etc in later posts. I tried to use as many random charts and lists as I could for ease of character creation, while allowing some choice. I just didn't want to bog down the process too much, while still keeping some of the aspects I enjoy about my own campaign world and the home brew rules system I use.
For the first adventure, I was able to write up about 40 rooms in the SE corner of my megadungeon (which, btw, in my search for simplicity is taken entirely from the classic D&D Dungeon Geomorph tile sets!) with the use of random charts and my imagination, and decided to wing it if they went any farther (I wasn't too worried, they were all first level and wouldn't survive too deeply into the depths). I'll have to think of a catchy name for the dungeon; for right now, it's the "Dungeon in the Desert". Here's the reason why, plus the initial set up:
On the edge of town, in front of the watchtower of the church of Kazull, stands a gate that leads to an underground dungeon. The dungeon is apparently vast and ancient, and is in some other part of the world, as those who have made it to the surface speak of a vast desert area (unlike the sylvan wilderness where the village and environs are located). The dungeon is located underneath ancient ruins, in a desolate sand desert with temperatures 100 degrees or more. Nearby, on the surface, is a stronghold of the evil priesthood of Inari, but the priests curiously show little interest in adventurers or the ruins. There is a small oasis nearby, but nothing else for many miles except for rock, sand and waste. Explorers say that if you travel far enough you get to the tall and unscaleable walls of some massive cliffs, surrounding on all sides, indicating the entire location is in a rift.
The gate was found one day several years ago. It apparently appeared out of thin air, as it was visible one morning on the outskirts of town. Curiosity drove many to investigate, where they found it led to some underground cavern. However, the gate is two way and soon fell creatures began emerging to terrorize the townfolk. The local authorities appealed to their duke for help, and he sent several troops to deal with the menace. They realized they were over their head as the creatures kept emerging. Responding to entreaties for aid, soon the church of Kazull built a temple in front of the gate to deal with any emerging creatures. They were joined by the priesthoods of Nythiir and Vistna who also set up nearby temples. War with humanoids and evil barbarians took up much of the duke’s time and men the last decade, so little could be spent fortifying the gate area. However, the gate began to attract visitors in the form of adventurers, and they were able to keep the monster population controlled, along with the help of the various priesthoods.
The dungeon dates from pre cataclysmic days and is the source of much treasure. It also is the source of many creatures of evil temperament. Since the mysterious gate opened, many gems, rare art, and magic has been brought out. However, many adventurers have entered never to return. Others have emerged rich beyond belief. Your destiny awaits!
The three priesthoods mentioned, btw, are the three main branches of religion that can be followed by PCs, and each church has a few special abilities available to their priests (Kazull-Battle, Nythiir-Healing, Vistna-Knowledge). Anyway, I've always wanted a deserted, forlorn, isolated setting, and the Dungeon in the Desert does this, while leaving escape back to a cozy and comfortable tavern and village if they make it back to the gate in one piece. I haven't worked out a ton of the logistics, but I figure the gate is a hazy shimmering in the air about 12 feet high, roughly oval in shape, surrounded by a small constructed archway/entrance (so some poor farmer or sheep herd or drunk doesn't stumble through on their way out of town by accident). Probably a contingent of city guardsmen and a few random priests in hastily constructed stone or wooden buildings about 100 yds away in case something nasty happens to stumble through from the other side. A small "waiting" area where people can hang out (or camp out) while waiting for friends or companions that have entered, or where loners can mill about looking for a possible group who is short on members, or other single adventurers like themselves, to join up with and try their hand at finding treasure and adventure. Perhaps at one time vendors and salesmen set up makeshift tents nearby to sell food and supplies to adventurers, but I've decided they are no longer allowed due to several incidents (plus, the shopkeepers in town protested vigorously as they were losing business to these fly by nighters). City guardsmen gruffly enforce the "move along, nothing to see here" attitude by knocking down any structures put up and arresting anyone selling items outside the walls of the town.
The first approach goes something like this: the PCs approach the gate area from the village, walking slowly to the hill where the tower of the Kazullian priesthood stands like a lone sentinel against whatever might emerge from the shimmering gate. As they get closer, a couple of adventurer types, covered with sweat, blood and dirt, walk past them, too exhausted to raise a hand in greeting as they head for the village to spend whatever gold or gems they found in the depths on drink, healing, sleep and a bath, in that order. A hundred yards away from the gate the makeshift wooden and stone buildings show some activity as priests and off-duty guardsmen mill about, fixing something on a pot suspended over a fire. A small knot of city guardsmen near the gate throw dice and laugh at the results as the players file past them to the waiting area. A few unsavory looking thief types, and a hulking barbarian, are sitting on large rocks and bedrolls eying the party as they troop right past the waiting area to the gate itself. Framed by a crumbling stone "doorway" that arches over the area, the 12 x 12 area seems to shimmer and haze like a mirage...the countryside beyond can be seen through the gate, but it's as if through a gauzy veil...if the stone archway wasn't in place, and unwary traveler might just stumble inside by accident.
When the gate is entered, the party is in the entry room of the dungeon.
ENTRY ROOM:
The atmosphere immediately changes, and you realize you are underground. A dank, musty, wet sand smell fills your nose. Someone has placed a large rock with a continual light spell in the ground about 15 feet in front of you, and it gives off it’s illumination against the dark.
Behind you is a solid wall of rubble dozens of feet high…the gate you came in from appears to lead into the rubble as if a tunnel, although you cannot see the place you just left (just as you couldn't see inside the cavern from the other side). In front of you and all around you are the remains of dozens (hundreds?) of battles, bones and broken weapons and pieces of equipment in the churned up sand that seems to be permanently stained with blood. Many battles have been fought in this area, some recently if the stench of death is any indication (joined by the stench of bat guano, a colony must reside on the ceiling here).
You get the impression of a large, high chamber, surrounded by blackness…the ceiling slopes upward at the edges to rise to a height of about 70 feet in the center. Behind the range of the light there you can see small shapes squirming on the ceiling…bats, many of them. Far above you can see a very faint sliver of light…..some sort of natural chimney must lead out to the surface. Outside the range of the artificial light, all is darkness except to your right (which you immediately label as East, despite any evidence for or against). About 90 feet away, you see several burning torches set behind what looks like a constructed stone wall about 6 feet high with a wooden door in the center. The wall extends for 100 feet or so and forms a semi-circle around a large stone wall. You can make out human shapes behind the wall at intervals, and they shout a warning at your arrival, giving the impression of alertness.
To the left, more ominous sounds, the rumble of humanoid voices and whispers from beyond the range of the light.
I had two players, one with an elven mage (he told me he had never run a mage before), the other with a Paladin of Nythiir, and the group was filled out with a dwarven fighter, a human thief, and a human priest of Kazull, God of Battle....more on their first foray later! Rolling up the mage was fast and simple, the paladin took much longer, most of that my fault, as I had not reckoned on someone wanting a paladin first up (like I said, my fault, but it was good practice and now I've streamlined the paladin creation). A party consisting of fighters, thieves and mages would be pretty quick to work up; clerics (and paladins by extension) take a bit more time to create due to religious considerations (each of the three priesthoods you can follow gives you special abilities). However, once someone is familiar with the three priesthoods, that won't take much time either. My goal is to be very Retro-cloneish or Simulacrum-like and have it down to five minutes or less (actually, you can have a fighter or mage up and running that quick or quicker already).
More on their first adventure, and some of my character types, later....
Monday, September 14, 2009
Skype May Be the Future of Old School Gaming

My first Skype campaign lasted for quite awhile and was truly a very important milestone in the way I now approach the game, and my hope for the future of old farts like myself that play OOP rule sets (we use a customized version of 2E). Below is a list of some of the reasons why I enjoy using Skype, and why I think it may be the future of old school gaming....
1. It allows gamers from all over the world to get together in one room.....and game.
My game now has a member from Alabama, Florida, Missouri, Canada, and Texas (myself). The odds are incredibly good that we five will NEVER be in the same room together at one time, much less the weekly meetings it would take to run a regular campaign. Gaming with someone stuck overseas (by chance or by choice) becomes a slight obstacle only in the area of different timezones making one player game at 8 pm and the other at noon.
2. It allows you to draw from a larger pool of old school gamers
All of us using OOP rules systems, particularly those of us in out-of-the-way or non-gaming areas, have experienced the pain of attempting to locate a group (more than two) of other gamers who not only play the GAME you want, but the EDITION you are interested in...all within the same area (say, an hour's drive) from where you live. While those of us who play in a large population center like the DFW area are better off, it still took awhile before I was able to locate enough gamers for a face to face group (a group that didn't play 3.5, basically). Using Skype, your pool increases quite a bit. It's especially a godsend for one of our current members (who is stuck in SE Missouri and has looked in vain for months after being relocated for a group to join).
3. It allows you to have a regular time and place to meet
I have a great face to face group, consisting of other old timers who love old school gaming...but due to commitments and distance that needs to be traveled (everyone involved must drive from 15-45 minutes to reach my place) we only meet once a month (if that). Skype allows you, from the comfort of your own home, to meet at a regular time every week because the travel time is nil. So far both of the games I've had using Skype met regularly once a week like clockwork. As a bonus, if the game runs over to say 2 am (as mine have) there are no inner monologues concerning how long it's going to take to drive home, or if you should have that last beer before driving, or if you can game any longer because you have work tomorrow...because as soon as the game ends, you shut off the computer and roll into bed. Less wasted travel time means more time to game....!
4. It allows minimal preparation time
No minis, no maps, no setup...You just turn on the computer, fire up Skype, connect everyone, and start gaming. I keep all my gaming info in a pile on my desk, although a lot of it is also on my computer. Rather than having to print out long descriptive passages, lists of treasure, character sheets, spell descriptions, etc...I can just cut and paste from my files or a pdf and email the player. For my recent game, I scanned in maps of the area and emailed them out to everyone. I also put together character sheets using the old 2E core rules and expansion cd roms, and email those also. For a gaming area we use Gametable, which has a graph paper grid, dice roller, and drop and draggable props like trees, monsters, etc.
While I dearly love using my collection of painted lead minis (some classics from the late 70s), my dwarven forge wall sets, my giant battleboards, piles of snacks and drinks, and my cool looking dice, it's fun to have my preparation time consist of turning on the computer and getting comfortable in my chair.
5. It will allow older gamers to participate no matter what their future lifestyle
My wife and I have toyed with the idea of "Living the RV lifestyle" on occasion, to the point of actually pricing and scoping out different "homes on wheels". I don't know if it's something we would do for a long time, but even a few years could be a crimp in my gaming schedule. Probably not a bunch of RV driving couples out there that have fond memories of their elven warriors tacking B2. Not with Skype...it would be as easy as finding a wireless connection (which are becoming more and more ubiquitous) to hook up and enjoy your gaming group. Not to mention, as we get older, physical barriers may prevent us from gaming more than we realize. Skype would also be a godsend to the handicapped, bedridden, disabled, and those of us that might retire to more inaccessible locales (say, the hill country or backwoods of Texas) where face to face gaming would be darn near impossible on a weekly basis.
6. Skype is easy to set up and use
I'm a total computer Luddite, and I was able to not only install Skype and us it but instruct others in it's use. all that is required is some sort of microphone (most modern computers have it built in; my older model has a very cheap plug in version that sounds fine) and to download Skype. We use a online gaming client called Gametable (there are may of these, of different types and complexity) which allows me to draw maps on graph paper or roll dice which everyone I'm talking to can see. There's absolutely nothing to it..it's totally intuitive and simple to use, even with a group. There are slight technical snafus every once in awhile, but none have ever proven anything but a minor nuisance.
7. Skype could become a successful way to demonstrate old systems or newer simulacrums
Maybe you meet a bunch of people in a chatroom online that always wanted to play 1E, or OD&D, or B/X D&D, but they have never met a DM with the rulebooks, or anyone else interested in using an OOP system. Maybe you want to run a Labyrinth Lord or Swords & Wizardry campaign, but none of your present group (or no one in the area) is even slightly interested. Skype allows you to go online, recruit a few volunteers, and be gaming in mere minutes. This works even better if you have a guilty thrill (say, Gamma world or Star Frontiers) that is really obscure and impossible to find anyone to play except that dude in Australia and the other in Seattle.
I don't know what Skype will look like in the future (or what it will be called), but it's given me a lot of hope for my gaming needs as I get older. I know that whatever happens, as long as I remain in touch with my gaming buddies from the past, or join an online forum like Dragonsfoot or The Acaeum where like minded people meet, I will be able to game online for as long as I can talk. Whether I end up on a ranch in the Panhandle, a nursing home on the coast, or driving across America in an RV, I'll be able to fire up the computer, get online, and game!
Anyone else successful in using Skype to game old school online?