Showing posts with label D&D. Show all posts
Showing posts with label D&D. Show all posts

Saturday, September 18, 2021

Party of 6 for the Castle

Over a week ago, I described a series of characters in less than two pages. They have histories and places in the sandbox. Well, it's not really a sandbox because I intend to shove these characters through a classic module before I let them run in the sandbox. 

I gotta a couple of reasons for this. First, I want to make sure I have the right rulesets. Second, characters with no adventures are no fun. Third, I plan on reading through Into the Wild and using the survivors from this module run to learn how to hexcrawl. 

Here is the recap: a young mage named Charles should be on his way to the big city to learn magic. He has his two friends Alice and Avfin (Elf and Cleric) in tow and watching over them are 3 higher-level characters, Wralin the Dwarf, Nicholas the Cleric plus their bodyguard Gaelin. 


They are hopping from town to town as they make their way to the big unnamed city, which is a good reason not to use Into the Wild. It's known territory. But here comes the hook to the classic module. At an inn, young Charles hears the story of Sargon and his haunted Lion Castle. 

Nicholas and Wralin, like responsible adults they are, put the kibosh on this irrational side quest. Charles objects by truthful stating that Nicholas promised to keep an eye on Charles and his friends on this adventure. No one said which adventure this was. This charms Wralin, who loves this sort of thing. Nicholas soon realizes that Lion Castle could present an opportunity for not only youthful adventures but uncover rare relics and artifacts. 

The deal is, Nicholas and Wralin will stay at a base camp near the outer wall, while Avfin, Charles, Alice, and Gaelin the bodyguard enter the castle. Should the party get into trouble, the Dwarf and Cleric will hear their screams and come running. 

Right...

So there is your hook. I've used Ghost of Lion Castle as a regular module for group play with a couple of adaptions. 

The adaptions come from actual solo gameplay. The monsters are all well designed for what they are supposed to do, push the player around without killing the conservative and well-fed. Aggressive characters will be eaten. The limits are food and torches. The killers are the traps. 

Knowing those facts, you can provision a whole party of actual player characters appropriately. 

The first thing to handle is how to deal with the traps. They do more than enough damage to wipe out a single character, on average. In solo play, each one comes down to luck or cheating. A party has a great chance of getting through simply because they have more hit points. 

If a trap is labeled as "one x", one arrow, one stone, etc. then use a table. Write down each character's name and label them one to whatever. If you have 4 characters like I do, then you roll a 1d4 to see which one is subject to the trap. If you have 3 characters, then use the same 1d4. There is a 1 in four chance that it misses all of them. The same goes for 5, 7, 9, etc. Merely adjust what type of die is used to be equal to or larger than the number of characters in the party. 

Some traps are clearly meant to be area of effect traps. This is going to hit the whole party, no die roll needed. Simply play through as written in the BSolo. 

The most unpleasing type of trap in BSolo is the portcullis traps that drop on people. They have a saving throw roll to avoid them, which for solo play makes perfect sense. With a party, this saving throw is an awkward mechanic. What exactly is happening? Is the gate chomping up and down until the whole party passes through? No. 

The way to play this type of trap is to have the party move through in a specific order. As the save is made as each player passes under the trap. As soon as one player fails his or her save, the party as a whole must declare "forward" or "back". Once this declaration is made, you know what rolls to make. 

If the party goes forward, the player that failed their roll is hit. Everyone behind him is forced to make a save or also take damage. Everyone ends up on the same side of the portcullis. If the party retreats, the person who failed the save takes damage and everyone who has already passed the portcullis is forced to make a second save to leap backward before the gate slams closed, possibly taking damage. 

With an actual DM, you can have a lot more creativity in addressing this one trap. But in cases where there is no judge, this simplistic scenario works best. 

I have one other modification. In places where traps occur, there is a 1 in 20 chance of finding a body, the body of one of the pre-generated characters. The weakest traps do 1d4 while stronger traps do more. Basically, they do 2.5, 3.5 hp, or worse. Even though the pre-generated characters have more hit points than average, it's tough to survive some of those traps. 

Just like the dropping portcullis trap, make a list. Roll a die equal to higher than the number of characters available. This mod is done for expedience's sake. The party can acquire the gear they need, torches and food, as they go. The other gear is good, but not really necessary to progress as food and torches are. 

So where is the party now? Nicholas and Wralin are camped out about 100 feet from the outer gatehouse with the horses. The horses don't really have a part in this adventure, except to express utter defeat. If the Dwarf and Cleric have to run into save the youngins, then the animals will wander off except for Wralin's mule. 

Having given the outer gatehouse the once over, no expects for it to be trapped. Alice is hit by an arrow. The kiddos do nothing to alert their backup of the trouble and proceed to the front gate. Things go wrong here. They are rough 300 feet away from their backup, who does hear something but doesn't hear screams for help or sounds of combat. They ignore the crashes and bangs, figuring the younglings are looting. 

In reality, the party has explored 8 areas and encountered 1 arrow trap before having a lot of trouble. They make it to the paws of the castle before the traps come on fast and furious. Arrows, molten metal, and several crashing gates doors beat them to with an inch of their lives. They decide to stop and rest in the stables, the first room inside the castle proper.  

At the moment, Alice and Charles are down to 2 and 1 hp respectively and Gaelin is down to 4. Somehow, Avfin escaped all damage. As a first-level cleric, he is pretty useless for healing. But during this horrible beating, they manage to find two bodies. 

They found the final resting places of Cortayo and Leesmith, which provides them with some much-needed supplies. They now have a +1 sword, +1 dagger, two potions of gaseous form, two points of healing potions, a +1 ring of protection, and a ring of invisibility. They also have a lot of mundane stuff. 

I decided to call a break here as they rest up. They will not encounter a wandering monster this evening. 

As a nod to how deadly this journey is, I decided to modify the healing potion rules. They contain two doses that restore 1d4 hp, instead of the module's 1d6+1. The issue is with normal first-level characters, they need less healing more often. One to 4 hp is more than enough. 

If I were DM'ing this rather than soloing the module, I would have replaced some traps with combat. Real players would not find this session amusing. It would probably piss them off. Even if they had a thief in the group, there are no real mechanics to avoid a magic missile to the face.

Thursday, September 9, 2021

Ode-No! to the 10 Page Character Background

A picture shares 1000 words. 

Everyone has had that 10-page character background story show up at the table. I don’t mind, but there are limits. When I go into a campaign, I have less than a 10-page setting outline and there is an excellent chance that I can tag off of a player’s writings and interject some of those things into the game. 

So, I am looking at this whole process of ideation for a completely different reason. At the moment, I have limited access to rule sets and want to make sure I have everything I need to play a campaign. This is a solo venture, I have no players because I don’t know if I have items I need. 


Funny that I don’t know what items I need. 


One of my anonymous readers, whom I shall call “Blackrazor” because his mom did not name him that, gave me a boatload of stuff to get started. The Basic and Expert rule set and dice. Technically, that’s all I need. The links will take you to DriveThruRPG.


Last year, I backed Todd Leback’s Into the Wild. I really want to use that book, too. 


Just before this adventure began, I ordered a hard copy of Rules Cyclopedia, which strongly mirrors what I was trying to do with e1 back in 1980. Between the stuff from Blackrazor, my luck, and ordering habits, I think I have all I need. But I will test that by engaging in some solo play. 


I want 6 adventurers. That gives me an Elf, a Dwarf, a Magic User, a Fighter, and two Clerics. I feel pretty good with this creeping capitalization. Today is a new start, and I am not sure how I was blogging class titles before. So, caps for classes. 


Now, who is the “hero” of this story? The party, all 6 of them. So they need a reason to be together or character background. How many pages does that take? I don't know. Let us see. 


When I rolled these characters, I threw an additional 1d6 for level:


1-3 is first level, 

4-5 is second, and

6 is 3rd level. 


So I have a first-level Elf, Magic-User and Cleric. I have a 2nd level elf and fighter and a 3rd level cleric. I’ve decided that no one has magical equipment at this point, but they do have transportation, which is sometimes better than magical items. 


Why are they together and where?


Let’s start with the young Magic-User. He is really smart and very young, say 16 years old. He is the 9th child of a well-to-do stationer. 


What’s a stationer? It used to be that people came to town on market day and threw their wares out and had people buy off a blanket, wagon, cart, etc. A stationer was a person who sold goods that were not easily transportable or too fragile to handle the weather, therefore they needed an actual shop. Back in the day, the first of these were scribes, they provided goods and were “stationary” by definition. Think of them as the mall’s anchor stores. That definition solidified into the definition of their trade goods, “stationary”. 


As the 9th child of this stationer, I need to tell you a bit about this family. The Magic-User is named Charles, whom everyone calls “Chuckie”. Charles Sr. hates this and wants his son to leave home and name “Chuckie” behind to get a proper education. 


So, we have a bit of the story. Young Chuck is going places. Let’s circle back to Charles Sr. for a moment. He didn’t start out as a bookseller, he was conscripted into the army. After a single campaign, he lucked out and was granted a small but rich plot of land. He got married and had 2 boys with his first wife. His first wife died of the plague. 


When he remarried, he granted his oldest boys the farm while Dad started milling. One of the boys enjoyed farming, while the other was interested in seed stock and seedlings. They tagged off of each other’s skills to become successful. Dad was still doing good work of the land as a miller, which allows his boys to capitalize off of super cheap milling prices. 


Charles Senior’s second wife produced a trio of girls, plus one more son. The son got into cattle ranching, while 2 of the two of the girls married well and the third daughter became a priestess. 


Unfortunately, the second wife died giving birth and poor Charles senior had to remarry again. This time it worked out fine. Chuckie is the youngest of the children, he has two older sisters plus the brood of much older siblings.  


Charles Sr.'s current wife is an illuminator, an artist specializing in books. This was Charles Sr.'s final career change, to stationer. He buys skins and papyrus from his children’s farms or ranches and provides these materials to his daughter’s convent. It's a good deal for all.

Chuckie has a best friend in similar shoes. His name is Avfin, and he aspires to be a Bishop. His dad works for Charles Sr. The two young men will be traveling to a larger town for schooling. 


I am nowhere near 10 pages at this point, so let’s throw Alice into the mix. Alice is an elf who lives at the edge of town. She is friends with Avfin and Chuckie despite being wildly older than them. As if being an elf in a human town isn’t odd enough, she is a free spirit who runs wild all over the surrounding countryside, much to the consternation of her family. Think hippy-chick. 


Her parents have done backflips to make sure she gets in with Avfin and/or Chuckie in the hopes that she will learn to read and wear shoes. When they heard that Avfin and Chuckie were leaving, they encouraged Alice to tag along, as the boys will need someone with animal and wilderness knowledge with them. Hopefully, she’ll grow up on this adventure. Surprisingly, she threw herself into the adventure with gusto despite her parent’s blessing. Alice also stole her mother’s boots and sword, plus her dad’s chainmail suit. 


This is just one page, and I still have 3 more characters to describe: 

Nicholas, a 3rd level cleric,
his second-level fighter bodyguard, Gaelin, 

and a second-level dwarf named Wralin. 


Nicholas is one of Charles Sr.’s war buddies. Army life wasn’t for either of them, but Nick has made his way as a chaplain and researcher for the army. He is currently transporting religious relics and magical writings to a large monastery. Since he was passing through anyway, he agreed to keep an eye on Chuck and his friends on their journey. 


Gaelin, Nick’s bodyguard, doesn't like his job. It takes him away from the glorious, but also a non-existent battlefield. He is thankful to have Chuck, Alice, and Avfin along as the kiddos are happy to gather firewood, start fires and take care of the animals. 


Wralin the Dwarf is unusual. Like all dwarves, he has an eye for construction and mining. But he has a greater passion, horses. He can assess an equine just as well as other dwarves can spot a good diamond. Oddly, he rides a mule named Sneer instead of a horse. Sneer thinks she is a warhorse. She is very comfortable on the battlefield and when dealing with monsters.  


At this point, I have roughly covered more than a dozen different characters. Their backgrounds are pretty cool, and if I went 1 by 1, each character could have one handwritten index card of biographical information. 


So in getting these 6 characters ready, I have a lot of campaign information at my fingertips. 


The kingdom is at peace, but there was a war in the recent past. There are many villages and cities to see, some of which have schools and monasteries. A network of roads and probably caravans exists. The army is forced to do non-combat tasks because the Lord or Lady of the land is doing some sort of recon and resource exploitation. In peacetime, the leadership is getting ready to engage in warfare or negotiate a peace. Humans and demi-humans work together. We’ve mentioned that monsters roam and some characters have encountered them. 


Rather than a 10-page character background, I have a 2-page campaign primer, which includes much of the character backgrounds that I would need as a DM. The players could refine these starting points to make the characters their own. 


So much for the 10-page background. Two is more than sufficient. 

Saturday, September 4, 2021

The Hobos Have Them...

There is that classic image of hobo walking with a bag on a stick over the shoulder. 
Believe it or not, that stick has a name: a bindle. It might derive from the German word for packet. While I hate hobos as in murder hobos, we can actually steal a good idea from them, their baggage.  

The Sarcina
The Sarcina

The Romans had a version of the bundle on a stick. It was called sarcina. Because they used a forked stick or stick with an arm, it was called a furca or a fork. Its function was largely the same as the hobo's bindle, to redistribute a load to the shoulder and to allow one hand free. 

The legionary's sarcina was wildly better than an adventure's backpack. The furca carried a loculus (satchel), a cloak bag, a cooking pot, a patera (mess kit), spikes (also called wolves), and a net bag for food. On the top, there was a rolled object, perhaps a bedroll which also contained several tools, an axe, a turf cutter, hammer or mattock, saw, and sickle. It's unclear if each soldier carried each and every tool or if they were carrying just one of many. 

In any event, the items were tied to the furca in such a way that allowed them to swing front to back but not side to side. This aids marching and prevents a staggering gate. Additionally, the swinging allows for an important secondary function a bindle doesn't have. If you dropped the sarcina, the weight forced the furca's end to point upwards. This helped with recovery, but also put a vaguely pointy stick between the carrier and an opponent. 

While one person doing this seems like a very haphazard barrier, a legion's worth of men doing it as a group made an instant wall. 

In camp, the unloaded furca would be used to mark a soldier's spot and to hold his armor and helmet off the ground. In an effort to avoid a baggage train, the Roman soldiers marched in full armor and didn't remove it until they were making camp. Their shields were carried across the back in a bag with straps, like a backpack. This probably explains why they didn't use backpacks. 

Removing the armor at the end of the march felt good and let the soldier get to work digging a trench and creating a berm to keep people and creatures out. 

The netted bag carried 3 days of food. Romans avoided carrying more because they generally moved by road, so from one home base to another destination where food was available. It also seems they carried hardtack which didn't count as food until everything else was gone. The Romans would use their sickle to harvest foods in the field before resorting to the hardtack. It was really disliked. 

You'll also notice they didn't carry shovels. Instead, they would use their pickaxe or turf cutter to remove earth and put it in a basket. When you work as a team, this is better for moving large amounts of earth. You can form a chain to quickly make berms or create ditches. 

As a DM, if a character with a backpack told me they had a pickaxe, a turf cutter, a sledgehammer, a cloak bag, iron rations, in addition to rope, armor, weapons, and rations, I would call B.S. immediately. Because that is how backpacks don't work. If you ask a modern soldier how overloaded he or she is, you'd be shocked and not a bit surprised at how fast they take chances and dump that crap to get other things done. Soldiers, time immemorial, are savvy and sneaky.  

However, a sacrina does actually allow troops to move and fight. 

The Romans made this work because they managed expectations. No shovels because they don't make sense. No ropes because they have 800+ guys who could turn net bags into rope overnight. No torches because they almost never fought at night and didn't want to expose guards and scouts with flaming objects. They carried 3 days of food because they journeyed by road from one destination with supplies to another. 

Players will like it because the loculus or satchel is backpack sized container that is full of a person's belongings and treasures. Everything is simply organized so as to stop the carrier from fumbling through a whole backpack-deep pile of stuff to get one thing. Everything is a one container reach. It's super handy. 

DM should like it because it removes hard tracking of a crazy number of things like axes and food. Eating a meal in town reduces food consumption on the road. Assuming a party is marching as soldiers mean no one asks the slow guy to run him or herself to exhaustion. Knowing that there are only 3 days of rations means the party must have a destination within 5 days to make it. 

The D&D Rules Cyclopedia equipment list gives a price of less than 40 gps for everything needed to create a sacrina. It reminds me of a cheaper version of the Standard Equipment pack from Star Frontiers Basic. It's a good option, why not let your players give it a try?

Wednesday, August 11, 2021

My D&D vs. Your D&D

I've mentioned several times that I came to gaming at a young age. My parents dragged me to conventions and encouraged my interest for as long as I remember. I came into D&D so young that I can hardly remember a time where it wasn't there.  My first set was the Chainmail rules followed by the 1981 set.  I always loved the art in this pair of books and it was always my goto version. 

D&D Basic Set Rulebook (B/X ed.) (Basic)

D&D Basic Set Rulebook (B/X ed.) (Basic)
D&D Expert Set Rulebook (B/X ed.) (Basic)
D&D Expert Set Rulebook (B/X ed.) (Basic)
D&D Expert Set Rulebook (B/X ed.) (Basic)

As I dragged my friends on the adventure they picked up sets, too. But theirs were different. They got the 1983 version.

That started an arms race. I had to pick that edition also.  

D&D Basic Set - Player's Manual (BECMI ed.) (Basic)

D&D Basic Set - Player's Manual (BECMI ed.) (Basic)
D&D Basic Set - DM's Rulebook (BECMI ed.) (Basic)
D&D Basic Set - DM's Rulebook (BECMI ed.) (Basic)
D&D Basic Set - DM's Rulebook (BECMI ed.) (Basic)
Dungeons & Dragons Expert Set Rulebook (BECMI ed.) (Basic)
Dungeons & Dragons Expert Set Rulebook (BECMI ed.) (Basic)
D&D Basic Set - DM's Rulebook (BECMI ed.) (Basic)

The big improvement in my mind was the two book set. That way the players had a reference and the DM had a reference. I was never a fan of the three column layout and the artwork was softer, grey scale instead of black and white line art. That style really didn't grow on me until Dragonlance came out. 

I wasn't the only one looking at an arms race. I recall stopping with the BECMI Expert Set. It seems like the series had no end in sight. In 1984, the Companion boxed set came out followed a year later by the Master set and by 1986, we had Immortals

Although I never purchased the last three sets in the series, I did receive them as re-gifts from friends who accidentally purchased them. In each case, it seems they believed they were getting a further refinement of the basic rules or expert rules, not a different expansion on play. I was not terribly impressed by them and never actually attempted to play them. The first two, Basic and Expert were completely sufficient for my tastes. At least my taste for b/x, I played AD&D more often than not. 

It wasn't until 1991 when the Rules Cyclopedia came out that I went back to b/x. While limited, RC was ahead of it's time. More than a decade before 3.x, it had many of the features of D&D 3.x as it introduced skills. This was something I built into my AD&D e1 campaign with my codification of skill bases for NPCs and PCs alike. In fact, what became Zero to Hero: Uncommon Commoners was just a series of notes and rules of thumb for nearly 3 decades. 

This is a lot longer than I meant it to be. Let's wrap it up. All of my computers have been roasted, so I've lost everything. But not really. What I intend to do is rewrite 4 of five of my offerings. I had been planning an update prior to all the changes I have experienced. Now I have good reason to get moving. There is no other path than forward. 

Tuesday, August 10, 2021

Stuff to Start Again

Today I realized I didn't lose everything in fire. Up in the cloud are all the PDF I ordered from DriveThruRPG. Of course, I didn't have copies of the core books so now I am making a list of what I need to rebuild. 

First up is "my Dungeons and Dragons". The Blue Box, but not Blue Holmes set. I had a Holmes book, but it was acquired later in my gaming career. Of course, I do have a digital copy of BlueHolme which is excellent but doesn't match the memory of 11 year old me. 


D&D Basic Set Rulebook (B/X ed.) (Basic)

D&D Basic Set Rulebook (B/X ed.) (Basic)
D&D Expert Set Rulebook (B/X ed.) (Basic)
D&D Expert Set Rulebook (B/X ed.) (Basic)
D&D Expert Set Rulebook (B/X ed.) (Basic)
With these two books, a lot of gaming can be done. They run $4.99 each. Unfortunately, they do not have a print option. I'm not sure why. That would be great if they did.

Sunday, July 18, 2021

Pitching Ideas - Return to the Inside Out

I just got a call from my friend Doug. He wanted some help with a project for his classroom and I did what I could do help. Then went for the important business, getting players for a new campaign. 

I did my elevator pitch, "A Druid, a Unicorn, and a Space Marine are going to save the world from technology so high, it's indistinguishable from magic, Rule set, AD&D." 

He's in. 

If that sounds a bit familiar, it was a one shot I did last year for the wife and kids. It went over like a lead fart because the setting was post-apocalyptic in the middle of a pandemic. Yeah, yeah, yeah. At least I didn't pour tons of money in the TV show based on The Stand by Stephen King. 

Every DM has ideas kicking around their brains to build a world. Most DM's I've played with will tinker with a variety of setting. I am not built like that. Every D&D campaign I run is in a post-apocalyptic. The one thing I am good at is dropping in anachronistic ideas in ways that don't disturb the players. 

My campaign settings diverge from reality in the mid-eighties with the development of fusion power. There was the Outreach, where every country in the world dumped resources into a multi-nation space program. This idea was based on "The Great Awakening(s)" that happened between the 18th and 20th centuries. Except instead of being based on spiritualism, it was based on exploration. 

There was a period of upheavals as fusion tech was deployed. This was followed by the Outreach, a world wide space program using Space Fountains to deploy probes, then ships and colonists around the solar system. This went on for a couple hundred years. It pretty much distorted all nations so they no longer existed as we know them. The goal as DM in this step was to completely divorce the setting reality by making the question "What happened in/to country x" invalid or at least unimportant.  

The next goal in the Outreach was to get to other stars. Back in the 80's, we didn't know and didn't assume most stars would have planets, so the effort to find them in this setting to centuries by sending out probes. This created a situation where the Space Fountains used to reach the solar system needed a massive upgrade. And this is where everything went wrong. 

Obviously, such a system needed to massive infrastructure built. And this was done. However, the second step was a computer based solution. They wrote a massively complex program to handle the upgrade from the first generation of Space Fountains to the truly titanic interstellar Space Fountains. It was a very rough AI. 

That AI had a glitch. It did things too efficiently. It reprogramed the Space Fountains to launch a few tentative research ships. Then instead of creating many, many waves of ships to the stars, it sacrificed everything for just one giant wave. The effort destroyed or impacted every high tech item on Earth, leaving the planet's technological systems to collapse. 

Centuries of high technological items didn't disappear in an instant, they slowly brokedown. As people tried to hold on, they used the technology to change themselves and the world around them. They were morphed into different species, elves, dwarves, goblins and so on. Some people unlocked technology so high it replicated magic. Others messed with probabilities, opening up gates to different universes where our rules didn't apply. 

The Inside Out is a defense against the AI which has collapsed to a single underground location. The locals have banded together to construct a veritable castle around the entrance. 

The creatures coming out of the facility are interpreted as undead, demons and devils who's vast technology appears as magic.  

Tuesday, July 13, 2021

Draft Review - Dungeons and Dragons Essentials Boxed Set

I ordered this Dungeons and Dragons Essentials Boxed Set to do a review.

Title: Dungeons and Dragons Essentials Boxed Set
Rule Set: D&D e5
Year: 2019
Pages: 2 64 page booklets
Rating: 4 of 5 stars

One of my reasons for purchasing boxed sets of any kind is to get a condensed ruleset which allows me to sample the goods before making a larger investment. This box set comes with the rulebook and an adventure, Dragon of Icespire Peak. Additionally, it contains: 

  • 11 dice, 
  • 6 character sheets,
  • DM screen,
  • poster sized map, 
  • 81 cards, 
  • a organizer box for the cards 
  • and codes for digital content.  

These rules are neat and well organized. The adventure is good, a rock solid entry into the world of Fifth Edition. I will probably do a review of that on it's own. The DM screen is perfect, with the DM facing size containing all of the tables and information needed to run the game easily accessible.  

I'm not used to having cards included with a D&D set. This is not some weird Magic The Gather fusion set. Most are cheat sheets for the players, including combat review, magic items, spells effects, and NPC info. 

The game works with the idea that this boxed set will be opened right away and used. While labeled for 2-6 player, the sidekick and NPC rules will make playing with just two people a joy. These additions are well thought out. If you actually had 6 players, the sidekicks can be put away or added in to pump up the action. Meatshields, GO! 

The digital content is coupon for 50% of a digital version of the PHB, a digital version for Dragon of Icespire Peak adventure and supplementary content for the adventure. 

At $20 bucks, I felt it was a steal before I realized all of the digital content available.


Sunday, July 11, 2021

With a One-Two Punch

I'm working on revamping my offerings on DriverhruRPG. What I noticed is I don't list my house rules which change a fair bit of how these products work. I also discovered I don't consistently apply my own house rules. 

One house rule I have is for unarmed attacks. A punch does 1-2 hp of damage. I hate the AD&D e1 unarmed combat system for grappling and simply don't' allow it. 

So here are my general rules for non-lethal combat for punching and kicking. Every character can throw a combo of punches, the classic one-two punch. Roll two d20 and each hit does a point of damage. If you roll at 20, your opponent makes a save vs. petrification to avoid going down for 1d4 rounds. 

If a punch downs a character by hit point damage, they get back up in 1d10 rounds. 

If a punch puts someone on the ground either by loss of hit points or a failure to save, that damage is not recorded. It's a nod to not tracking too much stuff. When they get up, they simply have whatever hit points they had before being knocked down. 

Simple. 

When using B/X rules fighters, dwarves and elves can add strength bonuses to damage. No one else can. 

Thieves who meet the backstab requirements can throw a single sucker punch for 4 points of damage. There are no to-hit bonuses or damage bonuses. It is also a single attack roll making this all or nothing. 

When using AD&D e1 rules, not much changes. Rangers, Cavaliers, Barbarians, and Paladins add their strength bonuses like fighters. Assassins can sucker punch. Monks and Mystics can retroactively decide to use these rules AFTER the attack roll. This can change a lethal hit to a non-lethal blow. 

Kicks use the exact same rules but do 2 points of damage in a single roll and no one can perform more than once per round. 

Fighters, monks, mystics, and assassins can make a coup de grace strike barehanded. No one else can. If someone attempts to finish off a downed creature or character barehanded, it will take 5 rounds. Generally, these types of finishers are chaotic, evil, or both which the characters are aware of before they make the attempt. 

This will help me clean up some stuff for the character classes I am writing for sale on DriveThruRPG. 

Friday, June 18, 2021

D&D Starter Set Review

Title: 
D&D Starter Set
Design: Wizards of the Coast
Year: July 14th, 2014
Pages: 64-page adventure booklet, 32-page rule book, and character sheets.
Rating: 5 of 5 Stars

You have to hand it to Wizards of the Coast; they know how to make a boxed set. As of yesterday, this set is 6 years old. And it's perfect to get started playing D&D. It contains a 64-page adventure booklet, a 32 rule book, pregenerated characters, a blank character sheet, and dice. 

As a condensed game, it has some lacks. However, with introductory sets presentation is everything. It's very nice for the retail price of $20.00. The rules are streamlined for quick play, the pregenerated sheets are good models for new characters if you wish and the 64-page adventure book is extremely nice. 

At 64 pages, The Lost Mine of Phandelver is someplace between a guidebook and double size module. It is faced towards the DM with multiple maps and sidebars to keep the game moving. 

The maps are on par with Dyson Maps, which is to say, they are very good. Unfortunately, they are printed on the pages of the book which means you need a scan and print out stuff that didn't come in the set. The artist, Mike Schley has them available for purchase on his website. It wasn't that hard to find and it is only ten bucks for perfect, ready-to-go "custom" maps. This is a far cry from the borrow and Xerox format of AD&D. 

I very much like Mike Schley's maps and the fact that Wizards of the Coast is deliberately asking you to make a purchase from a content creator rather than themselves. Mr. Schley's maps are wonderful. Besides the set of maps for this game set, new maps retail for $2-3. That's a great price for having stylish maps that all have the same design principles.  

The Lost Mines book is not only a module but a campaign setting. When combined with the driver sidebars and the second hints and suggestion on the back of the character sheets, it really is everything you need to become engrossed with this game. 

Unfortunately, it's an expansive one-shot. The DM will have to get to work making this campaign come alive from their own work or "reset" to enter the main world of D&D with new characters and settings. At 64 pages, the Adventure booklet is a little overwhelming for a 13-year-old to emulate, but for older players, it really does provide a model for creating a campaign. Those sidebars and hints are pure gold when it comes to asking probing questions and how they fit into this set of rules. 

After a while, I am sure that the players and DM will want more which is exactly the reason for this set. To sell other products. As a primer and gateway to the game system, it is remarkably well done and suitable for all kinds of players. 

Tuesday, June 15, 2021

Fifth Edition Dungeons and Dragons

Boxed sets are my gateway drug


I generally don't do 5th Edition reviews because I don't play 5th Edition much. There is a lot to like or dislike about 5th Edition. 

If you are just starting out, there are a ton of good reasons to jump into 5e. The main reason is rather simple. It's approachable and readily available to the new player. The artwork and mechanics are great and they are nice set of rules for this day and age. My son loves it and has started his gaming collection with new set of rules, which I purchased for him. 

One of my reasons for not using it is, I have collection of books going back to the Red Box set and beyond. My interest started with the Chainmail rules and expanded from there. I've filled bookshelves with games I will never play. I have an intuitive understanding of what all the major rules are in these sets. Yet another edition of games really doesn't add to what I have. 

E5, Labyrinth Lord and BECMI?
Your not kidding, eh.
The fact is, if you started at point x, you probably already an inkling of what rules x+1 would do to your gameplay. Way back in AD&D, I already had the concept of Feats and Skills as a house rule. I am not some sort of illuminary predicting the changes of the rules. Nearly everyone who played an older edition of D&D foresaw the power of the mechanics and started making changes to their gameplay as house rules. Many of these changes became standard features of the new editions. And many house rules didn't pass muster and were left behind. Here is a list of my house rules, most of which are dubious. 

As of this post, I am at 1030 post on fun and games. Lately, I've been exploring 5th Edition wondering which of any of these things will become the next generation's Red Box, Keep on the Borderlands or Isle of Dread. 

I have no idea, but I'd like to explore. And I hope you will join me. In the next series of posts, I'll be reviewing some of the 5th Edition rules. I figure this will run its course in less than 10 posts or less than 1% of everything else I've written. Because, I am that numbers guy.  

Friday, June 4, 2021

Review of Into the Wild (Kickstarter Complete!)

Updated 4/29/2021. I got my digital copy and ordered my print on demand. This update changes very little, except to add the excellent artists names, page count and to provide links to DriveThruRPG. This one has also been added to my 5 of 5 star listings. Once I get my POD, it might shift to five gold stars.  

June Update - I need to re-review this based on the hardcopy I have. 

As happenstance would have it, I have been granted a couple of great opportunities this week. I have yet to back to a kickstarter and at no time in my decade or so on the web have I been able to review a product that is still in production. On Thursday morning, I got the chance to do both. God, I hope I don't screw this up. 

Let's have some transparency. Every since I was a kid, I have collected books. Not just any books, but galleys. These are preproduct books sent out to authors and editors so they may do their final proof before printing. Sometimes, they have to do this several times. This is essentially What Todd Leback has sent to me. I feel really comfortable with this format even though it is never something that you would see on a store shelf. 

Second, I have tested, playtested and been a part of study groups on a lot of consumer products. A ridiculously amount of products, everything from flossers to cameras to wargames. There is a reason why I am the way I am. :) 

And item C: I dropped a $20 on the Kickstarter. During this review, I am receiving updates from Kickstarter. I am ignoring those and focusing entirely on the presented copy for information. This will cause this review to age poorly in the next 28 days or so. Please check out Kickstarter for updates. (This project is done, you can view the Kickstarter, but I doubt further updates will be forthcoming.) 

Title: Into the Wild
Publisher: Old-School Essentials
Author: Todd Leback
Editor: Brian Johnson
Layout: BJ Hensley
Cartography: Todd Leback, Aaron Schmidt, Adrian Barber
Cover Art: Jen Drummond (jendart.com
Interior Art Adrian Barber, Dan Smith, Carlos Castilho
Artists: Is currently a stretch goal. TBA.
Year: 2021
Pages: 216
Rating: 5 of 5 stars. 

So, what am I reviewing: a Kickstarter or a book? Definitely, the book and only the book. Reviews, especially of unfinished products are best done by the numbers. Or the main questions: 

  • Who is the author of the book?
  • What is the idea of the book?
  • Was the idea delivered effectively?
  • What are the strengths?
  • What are weaknesses of the book?

You'll notice that none of those things have to do with stars or ratings, and unlike my other reviews I have not offered a star rating at the outset. And I might not do so by the end. I have only had 48-72 hours to review the material so I have spent most of my time digesting rather than playing or planning. 

Todd Leback is the author of a series of books on Hexcrawling. He has also written on topics such as domain building and authored a one page dungeon. He started playing with the Red Box D&D set and enjoys the OSR style of play with family. This is his second Kickstarter and he runs a great Patreon page which provides 5-8 pages of Hex based content to his patrons every 3-4 weeks. 

Previously, I reviewed Mr. Leback's Hexcrawl Basics

The premise of Into the Wild is to bring several other publications together in one book and link those concepts to kick an OSR style campaign up to the level of domain play. Into the Wild is a 200+ page book which marries hexcrawling to domain building. These ideas came from many of his previous works, but this is not simply a compilation of text. These separate works are merged together seamlessly and are amplified. While some parts of the text are recognisable as being from prior works, they have been edited in away that allows the reader to flow from one idea that was a single book to another, which is different from a compiled collection or an omnibus. 

The book is based on Old School Essentials, but that merely means a tiny bit of tweaking is needed to adapt it to other OSR rulesets. 

The intent is use hexcrawling to engage players into a more complex style of play by bringing domain building into the fold and expanding on it with additional features that would interest high level characters. Mr. Leback does this in 200+ pages with  maps created in Worldographer. While this document was offered to me "with no art", it contains over a dozen maps which are illustrative in nature. Additionally, he also includes many tables and charts to simply and clarify the ideas in each section. 

Like Mr. Leback's previous works, copious examples highlight the various details of hexcrawling, weather, domain management, wealth and character options. This is one of it's strengths. Another good point is the fact that it required a great amount of table time to develop these ideas. Into the Wild shows it's table time very well. It is the product of many years of work and playtime by both the author and his audience. He has merged player feedback with his writing style to produce tight product based on the idea of play. 

One weakness of this work is that it introduces new ways of using DM provided data, which is an inherent flaw of all hexcrawling activities. It's not something you can simply drop into a campaign mid-stream without some sort of introduction. That is not a terribly big deal because hexcrawling and domain building are now "things" that players will understand. 

You could use Into the Wild for low level characters to engage in all the guts and glory type things adventurers do while also running a domain level campaign where a handful of high level characters interact the lesser characters on a larger, more regal scope. This style of play puts the players very close to the DM when it comes to planning, while still maintaining the general mechanics of D&D. 

All and all, this is an excellent book that will only be improved by the stretching nature of a Kickstarter. I look forward to seeing the completed work. 

Saturday, May 29, 2021

Let's Run That Railroad Through the Sandbox...

I had an interesting conversation with my kids about DMing games. 

Here was the scenario: The party gets in a fight. The winner of that fight gets jumped and their cash and prizes are stolen. Then the party chases down the second group of people and gets their stuff back. 

"You planned all of that in advance. You were railroading us!" they whined. 

"No. I wasn't." I pulled out my notes and showed them. 

The Party and Group A get in a fight. Only 4 things can happen: either the Party or Group A can win. Or they reach a stalemate and no one wins, either by flight or not starting or finishing the fight without winning. 

Next. The first group out of the area gets jumped. Those 4 options happen again. 

And finally, when the loser or second people out of the first situation one catch up, you basically have the same 4 options. Win, lose, or two different draws. 

That's not a railroad. The players have a choice at each event they are present for and the dice can change that outcome. When the party isn't present, I pick the most viable option because I'm not stopping play to fight combat against two NPC groups against each. When the party comes back, they get another set of choices and outcomes. 

A railroad would be if I decided what was going to happen TO THE PARTY before they were granted a choice. I know where the branches are and what should happen next, but I have 4-5 different possible choices to account for in every scenario. If the party has an obvious choice of 4 items, and they come up with the fifth, sixth, and seventh option, I have no plan and need to fly by the seat of my pants. 

I gave the kids a good example. 

I had a party meet at a tavern. They were supposed to stop the evil lord's men from shaking down the peasants for money. The party chose not to do that. So, the peasants got shaken down. Then the party gave the peasants money to replace what was stolen. I didn't expect that outcome. 

In the next session, I decided to just re-run the whole thing. Again the party didn't bite. This went on for a bit with the peasants getting shaken down and the party replacing their lost funds. 

Now the party was responsive to everything else I did in each session, but I was baffled by their lack of activity on this one point of defending the peasants. It almost rose to the level of a joke. After a few months of play, they checked back in on the peasants in the tavern. 

Since they asked, I provided. This time the lord was there to get in on the fun. And the party sat there as the peasants got beat down and robbed again. It wasn't until the lord threaten everyone and turned to exit that the whole party opened fire with crossbows. In the dark, in the back. 

The explanation for this behavior was, everyone in the party and a few of the players are lawful evil. It was just their nature to use the peasants for bait to draw the evil lord out. 

Again, this was not railroading because the players themselves asked to check on the situation and determined the outcome they personally desired.  

So when planning an adventure, you should plan for the obvious. What if the party wins? What if they lose? What if they run? What if they won't or don't fight? If you have those few things down, then the adventure probably won't go off the track, but if it does, the DM is only scrambling for a few seconds and not moment to moment. Which reduces the possibility of railroading the players. 

Sunday, May 2, 2021

Review - Old-School Essentials: Basic Rules

Title: Old-School Essentials: Basic Rules
Publisher: Necrotic Gnome
Author: Gavin Norman
Artists: Mustafa Bekir, Michael Clarke, Mark Lyons, Thomas Novosel, Juan Ochoa, Stefan Poag, Matt Ray, Luka Rejec, Peter Saga, Del Teigeler, Andrew Walter
Year: 2017? 
Pages: 54 pages
Rating: ★★★★★

I'm not sure how to handle this. There is nothing better than those old rule D&D boxed sets. Nothing really compares to them. Until now. There are a lot of renaissance books out there but only handful really improve on the original. 

Old-School Essentials does that, even in the basic (and free) form. This 54 page book covers all of the basics so that you can play D&D with a single book. 

By now, I am sure you are aware that I love great artwork. In some places, I see this book as being offer as "no art". In other places I see it described as "player facing rules only". "Basic" doesn't refer to the original Basic/Expert dichotomy, but the traditional meaning of "basic" as "simple". 

Those are lies. This "artless" book has no less than 11 artists with great stuff appearing on dozens and dozens of pages. Also, the "player facing rules" include attack tables a combat section, which means this is fully playable from the get-go. I am going to take off two stars for those misrepresentations. Conveniently, this allows me to write a review that does not break my 5 star scale and award it a mere five gold star ranking. 

Nice how that worked out. 

What is missing is the ideation process for new Dungeon Masters. Ok, "basic" it is. What it adds are dozens of revisions to those old boxed sets rules which streamlines and clarifies those rules. 

Also missing are the non-human classes of Elf, Dwarf, and Halfling, however the rule book does not specifically say you can't have an Elven Fighter or a Dwarven cleric. Since the term used is "adventurer" and not "human", this could simply be ignored allowing the group to simply add a descriptor of choice. The players can role or roll as they wish. This doesn't change the game. It's not a terrible way to simplify a ruleset. 

Initiative and surprise are simple and complete. Armor class is reduced to just 5 rankings for none, leather, chain and plate with or without a shield. The attack matrix is set up as per the original rules but then as an option T.H.A.C.0 is introduced. They even touch on how his changes the probability which is very nice. 

Ability checks are clearly defined and branch from thieves abilities. For a simple or basic set of rules, this is a great improvement. Looking at Holmes and AD&D, the addition of professional skills into the game has always branched from thieves abilities and touched ability scores, but was never codified until later additions. In fact, it seemed to disappear from the B/X and other basic offerings. While this set does not go whole hog on these concepts, the tool is there for the creatively minded. 

This is a rock solid offering for anyone interested in the old school type game and a great reason to purchase the complete, "non-basic" set on DriveThruRPG

Tuesday, April 27, 2021

In Praise of the 20 Page AD&D Character Sheet

So this is how I amuse myself. I made a 20 page character sheet from one sheet of paper. 


Let me tell you what a pain in the ass that was. Everything needed to be orientated correctly and having gotten it wrong twice, I realized I had it right the second time, but folded it wrong. 

Sigh. 

As soon as I get folding instructions done, I'll add it to my character sheet download at DriveThruRPG. It will strictly be a print and write on affair. I have no patience for PDF forms where some of the data is upside down. 

Saturday, April 17, 2021

Review - The Basic Witch: The Pumpkin Spice Tradition

Title: The Basic Witch: The Pumpkin Spice Tradition
Publisher: The Other Side Publishing
Author: Timothy S. Brannan
Year: 2019
Pages: 65 pages
Rating: 5 of 5 stars

This book is designed for Labyrinth Lord as part of the Back to Basic series. Originally, it started as a joke on everything Pumpkin Spice themed. It roughly follows the other books in the series, with the exception of some level limits for non-human characters. 

This is my favorite of the series. While not entirely tongue-in-cheek, it's a fun read. In my mind, it comes across like the film A Knight's Tale. Popular culture is mixed up and presented in a timeless way. The idea of harvest, fall, and Halloween is in this product's DNA, but in a way that would not detract from a series of Dungeons and Dragons experiences. Yes, there are jokey bits, but they are well thought out so they don't break the theme of D&D. If you like Angel or Buffy, these details will be right up your alley. 

This particular set calls out Labyrinth Lord but readers will find that it is a nice addition to any basic era game such as BlueHolme or the Red box set. With a little adaption, this book could be plugged into a great many rule sets like AD&D. The author specifically mentions a desire for this title to be cross-compatible, but noted they didn't make that the focus of this work. I suspect that Mr. Brannan wanted this book to cover a far wider range of game systems than I am familiar with using. Even if it doesn't go there, it's still a rock-solid offering. 

Usually, when I do a review, I mention the artwork. This product is loaded with art. I didn't count, but it seems like every other page or every third has something. In this book, most of the artwork is a quarter page and inline with the text, rather than being placed in the centerline like 3.5 books. Again, like the subject matter in the book, the artwork has a gothic summer-turned-autumn feel. 

Somehow, this version of the witch character class feels old, but not too old. It invokes a pleasant feeling of Deja Vu of my college days when game night also featured a movie or TV before or after. That feeling of people just out to get together and have fun. 

Reviewer's note: The date is taken from the forward, this could be the most recent update rather than the original publication date. If that is the case, my apologies but then that also means the author is providing an excellent experience by routinely updating his works. 

Wednesday, March 31, 2021

Filling in the Blanks by Todd Leback

Todd Leback
Filing in the Blanks Filling in the Blanks

Title: Filling in the Blanks
Publisher: Old-School Essentials
Author: Todd Leback
Cover Artist: Jenna Drummond (jendart.com),
Interior Artists: Chad Dickhaut, Adrian Barber, and Dan Smith
Year: 2020
Pages: 79 pages
Rating: 5 of 5 stars

This particular book comes in two forms, the preview edition and the regular edition. I have both. The preview edition is a text only copy of the main concepts of the full book, which is more than enough to let you know if you would want or need this title. 

Starting at the beginning, let me tell you about the author. Todd Leback is the author of a series of books on Hexcrawling. He has also written on topics such as domain building, authored a one page dungeon and had two successful Kickstarters. The most recent, as mentioned before, is the book Into the Wild. This should be out in about a month or so. He started playing with the Red Box D&D set and enjoys the OSR style of play with family. He runs a great Patreon page which provides 5-8 pages of Hex based content to his patrons every 3-4 weeks. As I mentioned in my review of Hexcrawl Basics, the link to both his Patreon and Jenna Drumman's sites are too small so I have reproduced them here. 

Filling in the Blanks is all about generating hexes. He covers geologic features, habitation of a variety of sizes, resources, hazards, lairs, etc. Of course there is a bit about magic and weather. This product is totally table driven with the text providing guidance and examples for usage. Those three together are great for demonstration of how the game is supposed to work. It's also a great way to allow for adaption to specific campaigns and thematic settings. 

My personal favorite part is on graveyards, but I think most people will like the section on Inns. That one seems to be the most useful for any campaign. Maps are in color, while the art is black and white. Somehow, I suffered a printer mishap and all of the black and white art came out blue tinted. I actually like that, but is probably my own problem. 

All in all, this is a great book on the someone who is well versed in hexcrawling. The only slight weakness is the lack of links back to Hexcrawl Basics. That title makes a good primer for what this book covers. While this title is only 79 pages, it is can feel like drinking from a firehose. There is a lot of information packed into this book. 

It would make a great addition and edition for anyone desiring a full featured exploration of the concept of Hex Crawling. While written for Old School Essentials, it can be easily adapted to any rule set. I might even be using this for a continuing Star Wars campaign. 

Thursday, March 11, 2021

Gaming the Game - Stolen Ideas

Duskruin is current Gemstone IV paid adventure

When I want to play an RPG style game but don't have players, I usually log into Gemstone IV. I've been playing it for decades. It's sort of build on Rolemaster, but went through a process to unlink itself from Iron Crown Enterprise's IP. That isn't terribly important to this post, but what is important is the ideas I've stolen from Gemstone IV and by extension, probably Rolemaster. 

One of the things I never liked about AD&D and D&D is the selection of monsters used to challenge the players. It works on the supposition of monsters are a unique challenge to the players. While that starts off being true, there comes a practical point where one or many lower level monsters are not a credible threat to the players. 

D&D 3.x fixes this with challenge ratings. It works pretty well, with the exception of creatures with special powers. They don't seem to have the appropriate CR assigned to them. 

Gemstone IV has a different method of ranking for creatures. Being a MMO, your character can literally walk up an incredibly high level creature and get turned to dust. That works for an MMO where you have the concept of "extra lives" but it doesn't really work on the tabletop. 

For more evenly matched creatures against the player, there is a sliding scale. A first level character against a 1st level creature is worth 100 experience. A second level character against a 1st level creature is only going to give the PC 90 experience. By 11th level, it's kind of pointless to fight 1st level kobolds and as a consequence, they don't give any experience any more. 

I like that. It creates a coherent world. At 10th level and beyond, fighting kobolds shouldn't be the point for AD&D and D&D characters. They are so past that. Kobolds don't stop existing, they merely cease being something the player should fear. While you can ramp up the numbers and abilities of kobolds, they still aren't intellectually challenging. A zillion of them merely represents a zillion chances to roll the dice. That stops being a story real quick. 

I tend to use the formula 10 equal level encounters should equal one level. A party of 4 characters fighting 40 equal level monsters should be one level of experience for each player character. What this does is enable me, the DM the ability to pace the party. Do I want 40 monsters all at once or 10 groups of four? Probably someplace in between. 

This builds a coherent world in my mind. On day one, a nasty encounter with a kobold patrol is fine. Six sessions into the campaign, sure, my players encounter that patrol of kobolds but they are super leary of mixing it up with the players. 10 sessions later and the party may be hiring them as man-at-arms, porters, etc. The kobolds didn't disappear, their role changed because they aren't a challenge. 

I kind of like that concept and generally use it over mathematical gyrations provided in the DMG. 

As a consequence, it does break the model of gold for experience, but I never liked that anyway. Fighters don't go to fighter school to level up. As they gain experience, they gain followers who make them explore the concept of their trade as they teach others. 

Having a simple rule of thumb allows me to plan more fully. Not just what sort of monsters the players will defeat, but also what sort of resources they players will encounter. If the party plows into a patrol of monsters, chases them home and has the tribe bribe them not to attack the village, that's a win. It is total defeat for the monsters, perhaps dozens of them because they offered surrender or capituation. 

This allows me to control what resources end up in the player's hands beyond having them scoop up piles of treasure and hoping for a random roll. I know what is on the table and can use the interactions between the party and the challengers to guide the party. Gold is gold, but this method leapfrogs the concept of magic swords and other nice prizes. A tribe of kobolds might offer up a nice +1 two handed sword to escape the party's wrath because it's a six foot long weapon for 4 foot tall creatures. It's not valuable to a kobold. Plus the kobolds can hint at it's power so as not to waste the party's time trying to identify every item that comes to them. 

It's a nice feature because it establishes a history of what happened. In the above example, the kobold tribe doesn't have to be obliterated to represent victory over 40 kobolds. They can come to an agreement with the party that in exchange for the sword and a promise not to raid the town anymore, they can live in (a fragile) peace. The party know they are there and can sometimes draw resources from them. A safe place to sleep, a good gossip starter or perhaps something else. 

Stolen ideas are good. Why don't you join me in the world of Gemstone IV by clicking the link below. GSIV has a nice F2P model that will give you a taste of an expansive world of magic.