Friday, February 11, 2022

Five Point Friday - February 11th, 2022

 

Welcome to this week's Five Point Friday. This one will be a quick stroll through to current events to memory lane. 

Point 1 - This week, the kids and I have really dug into Todd Leback's Hexcrawl books. We've got a couple of purposes in this. I personally want to run a hexcrawl. My son wants to run a campaign as a DM. My daughter wants to play with tokens and slay creatures. And if you are using Into the Wild or The Basilisk Hills Ultimate, you can do all of these things. 

I'll circle back to this at the end. 


Point 2: I am reminded of all of the wonderful coffee table books of the 70s, 80s, and 90s. To see unicorns through Robert Vavra's eye. Or take a flight with F-Stop Fitzgerald, in airplanes, or on the back a gargoyle. These books sparked so many creative flights of fancy in my youth, I love them. I spent hours looking at them. And I couldn't help it, I had one. My parents-aunts-uncle-grandma and neighbor had one. These photo books offered something for everyone.  

They often show up at thrift stores and garage sales because tons of people had them for decades. You can also take a look for them over on AbeBooks. 

Robert Vavra on AbeBooks.com.
F-stop Fitzgerald on AbeBooks.com.

Point 3 - I'm still in fantasy mode. Back in my youth, I recall spending hours looking over the Columbia House flyer for tapes, CDs, and records. I could have six for a penny. Or if I could find just two more for $2.99 each, I could have 8! If only all I had demanded vinyl back then. 

And back then, I would struggle to find just 6 or 8 items to select, month after month. Sometimes, I would team up with friends and family to make these never-to-be redeemed selections. 

It happened a lot. 

Now we have Pandora, Amazon, and Youtube music on top of Netflix, Disney+, Discovery+... Plus... Plus... Plus. I can hardly pick what I want to watch or listen to for all the great choices. 

It's often too much. I have to force myself to remember how happy some things make me (Van Halen or Def Leppard) or how good Led Zepplin is. 

What is missing from all of these choices is the not choice. The magic of having a friend play Peter Gabriel to me. Or Ella Fitzgerald. Or my dad rocking out to Chuck Berry. Music, and to some extent TV and movies have become a sadder, more personalized activity. 

Point 4: Facebook is dying, so I will no stay on that platform. More importantly, 38% of my visitors come to my site via a bookmark or manually typing the address. 

Well. Thank you 38%. That is amazing. Apparently I am doing something right and providing content that people desire. I guess that means that I can forget Twitter because it doesn't even appear. Best of all, I can actually kickback on Mewe and Dice.Camp and simply enjoy the content that they provide to me. 

Point 5: Eric Tenknar has this excellent piece on The Dungeoneer's Survival Guide on Youtube. This was not a good direction for e1 in some respects. And excellent in others. In B/X and Holmes, the thief was the gamebreaker. He had individual skills no one else could have. The Dungeoneer's Survival Guide kicked it up a notch or ten. 

I love the idea of a character having some sort of professional, non-combat related skills. Hell, I wrote a book on it. The difficultly is, AD&D e1 has a very hard time with ordering events in normal gameplay like combat. Like when and how to roll initiative is badly handled. Adding more die rolls for other points and times in play is going to be bad under e1. 

I didn't have this book wayback then or even now. I wasn't a huge fan of most of the stuff from UA and the Survivial Guide was worse. I took what I needed and ditched the rest. You can see this in my Character Sheet on DriveThruRPG. . 

I honestly think that people are writing materials along the lines of the Survival Guide. We just call it hexcrawling. B/X is a good place to land unified rolling mechanics for events and activities, so long as those rolls are very simular to other well established die rolls. A save, a to hit roll, an ability check or a plain-old 100% die. This is the strength of B/X. No new mechanics, just one of the old mechanics reused. 

Well, that is it for Friday. Have a great weekend. 

Wednesday, February 9, 2022

Audio Book Review - History of the Alphabet by Kevin Stroud

Title: History of the Alphabet
Author: Kevin Stroud
Presentor: Kevin Stroud
Year: 2013
Duration: 4 hours, 49 minutes
Rating: 5 of 5 stars

Kevin Stroud is the host of The History of English Podcast. In this audio-only title, he presents the fascinating History of the Alphabet. 

The Alphabet has only been created once. And with this remarkable innovation, we have connected the English language to ancient languages. In this audiobook, Mr. Stroud traces the Alphabet from Egyptian hieroglyphs to Phenicia through Greece and Rome to us. 

Ever wonder why C can be pronounced as S or K?  Why not K and S and no C? And what about Q? What's up with that? Well, Mr. Stroud answers those questions in a fascinating study of how the alphabet came to English. I wish I could sum it up so succinctly but his explanation is excellent and informative. While this journey began in his History of English podcast, he takes on a journey through the history of all the letters of the Alphabet and even explains the ampersand. (Hint, it's badly rendered French.) 

You can download each letter for $0.99 but you are far better off ordering the whole Album. For some reason, this is considered a musical offering. I don't know why, but give it a try. 

For those of you who have a Youtube Music subscription, this one is offered for free with your subscription.



Give it a try. It's a great exploration of our language through the letters we use.  

Hexcrawling Tiny Hacks and Secret Rolls

Now that I have two sessions of a hexcrawl down, I thought I would share some tiny hacks and secret rolls happening. 

The first is using The White Box by Atlas Games for tracking purposes. In my last post, I used meeples for character tokens, reserving the red ones for opponents. 


Meeples are little figure tokens. The White Box is loaded with all kinds of cool stuff for gaming. If $30 is too rich for you, try a search for used on Abebooks. The White Box by Jeremy Holcomb on Abebooks.com. 

Using tokens for the party enables the players to see basic information without turning the Theater of the Mind into a game like Car Wars or something. The players were able to determine the approximate range and distance to targets and come up with plans for dealing with problems. 

Normally, I would grab whatever tokens were on hand for the players: a chess set, a Risk game, dice, etc., but I had other ideas for the tools in The White Box. 

Old School Essentials has a great item-based encumbrance system. You can download the rules and tracking sheets here. The quick gist of the rules is you can have 2 items in your hands plus 10 items in a pack and still move at 120'. Two more items drop you to 90" and so on. 


Since the majority of the stuff my players are carrying is not their personal property and also consumables like food, I had them use the small blocks from the set to figure it out. Green is the full 120" movement while yellow means 90", red is 60" and 30" is black. By doing this visually, the players were able to visualize picking items up from a pile of gear and load up their boots. 

I also have a few environmental hacks to help me DM my first hexcrawl. Since the players are on the Island of Sardinia, I have simply googled the weather in Palau, Sardinia. Todd Leback's Into the Wild has some great rules for generating weather, but this is one less thing for me to track. I'm 99.99% certain that Mr. Leback didn't expect someone to use his book to hexcrawl a real-world place, so there is that. 

The characters are also experiencing some other things not included in the session reports. Since they are on a grassy plain, their line of sight extends to the sea. Every time they enter a hex in a direction that faces the sea, I roll a 1d20. On a 1, they spot something in the water. 1 and 6 is their ship, 2 and 5 is a different ships and finally, 3 and 4 are one of those dreaded sea serpents. Additionally, once per hex, I allow the party to actively search for The Zypher. The only difference is they roll a 1d20 instead of me. Should this come up after I make my secret roll, I will override my roll with the party's die roll. 

This puts some agency in their powers of observation and planning. Quite a few times, a ship has passed by but it wasn't their ship. They seem to appreciate that detail because they are not ready to give up their quests, but if they did, the real civilized world calls. 

I cannot tell you how pleased I am with this collection of rules, from Todd Leback's Into the Wild to the hardcover of OSE's Rules Tome. This is my new favorite combo. Good thing too, because it looks like they'll have another kickstart campaign coming soon

Session 2 - Bounty on the Beach and a Ghoulish Discovery

Session two covered two days, which brings us to the 3rd day on the island. We break off from the action at midday of day 3. 

The party rested up uneventfully the first night and is trying to figure out what to do next. Not having horses has them hamstrung. They have too much equipment to carry and some of it like the saddles is pointless to take along with them. Bartholomew, Masha, Alex, and the two sailors are charged with determining what will go and what will stay. 

While they are busy with that, the rest of the party splits up into two teams, red and blue. Red Team is the Cleric Garven and William the Ranger. Alice the Elf, Rolf the Fighter, and Gerwinder the Paladin make up Blue Team. They decide to ditch most of their gear and set out exploring to the south by two different routes. 

And much to my embarrassment, I realized that I accidentally set up the party on the map of Sardinia, not Corsica. I scrolled too far south. Oh... I'll just roll with it.  

Each small hex is 1.2 miles and the weather is good. It's been cloudy and warm for winter, in the 60s (or 16° C). Since this map is based on a real place, I have simply been looking at the real weather in Palau, Sardinia. Why reinvent the wheel?  

Red Team moves to the grasslands at a slow pace. On the way south, they encounter nothing. Blue Team moves down the beach and onto the grasslands. The blue team has an animal encounter right away. They notice two strange-looking donkeys or mules following them. They are unable to approach them too closely but determine they must be some sort of feral ponies. 

On the way home, Red Team encounters Ezekiel the warhorse. The animal can speak to humans but is rather closed-lipped about how he got there. As the two teams return to camp, an odd thing happens. The feral ponies start to follow Ezekiel. The warhorse advises the Paladin that there is a herd of ponies and he has been trying to avoid the beasts since he got here. 

That of course begs the question of how he got here. 

Ezekiel tells the party that the horse sling fell overboard as the sailors tried to take it down. Two sailors went in the water with it. The horse jumped in to rescue them. Having done his duty honorably, he was annoyed when the men walked off northwest. 

Back at camp, everyone greets their newest adventurer. Bartholomew and the sailors are super excited to see the extra pack animals and tried to lasso one of the ponies. The thief took a kick to the chest for his trouble. 

While Garvin quickly ministers Barth's chest injury, Alex, Alice and William assess the ponies. They are too small to ride and too skittish to capture. It's an odd standoff as the ponies seem to be attracted to Ezekiel but too scared to approach the adventurers. 

The party settles in for night two on the island, no further along than when they landed. But they discover quite a few things about each other. It turns out that both sailors were rowers elevated to seamen. Sammy likes to fish and the George likes to whittle. They were leading the mules because neither is very adept at seamanship, yet. 

Ezekiel shares that the other two sailors took off towards the northwest. Gerwinder explains that the horse is being literally accurate. The last time the horse saw them, they probably walked exactly direction up the beach. 

Alex discovers that Sammy and Alice can sing and the music brings the ponies closer. Alice was able to toss some fruit at them and they tolerated it. Once to food was gone and the music stopped, they retreated. They hope the routine will tame the ponies, but they have their doubts. 

The day three plan has the party moving westward and then south. It wasn't the plan, but the two missing sailors are without food and water. Also, the party has more food than they can easily carry. The Ranger and Theif want to hang it in a tree. They can see the foliage of shrubs and small trees to the southwest. They'll be moving pretty slowly due to the load, but if they can find the other sailors, they can share their supplies and load. If not, they'll cache the extra food. 

I am using the item-based encumbrance tracker for OSE. The party is trying to tote their personal gear, two tents, and 24 saddlebags full of extra food and supplies. I've decided that each individual saddlebag is a little smaller than a backpack so two together are about the size of 1 and 1/2 backpacks. Each mule can carry 4 or one of the tents. Ezekiel can carry two saddlebags and a rider. 

Before setting out, they fill the rowboat with the saddles, extra baggage cover it with the tent, and rope it down. The sailors were great at this. 

They have 24 saddlebags. The equines are carrying 10, the two sailors are carrying 4. That leaves 10 extra bags. They leave the remainder at the campsite with the intention of reaching the stand of trees and shrubs by midday. This should leave time for them to cache some food in a tree and return for the rest. However, the party is of the opinion they may not want to or have to. 

They make it 3.5 of the 5 miles to the shrublands before trouble occurs. William spots footprints leading south. He gleans that two men passed through the area at a run. The terrain is undulating, so they don't see anyone in the distance even though it's grasslands. 

In a low spot, Ezekiel freezes and Misha lets out a shout of warning before unleashing a magic missile. Five men are approaching from behind the party, the magic missile strikes the first to little effect. Alice, Barth, and Alex pull their bows and step in front of Misha. The sailors form a second barrier between Misha and the attackers. The 4 fighter types have to turn around and rush back to defend the rear of the party, with Gerwinder and Ezekiel looping wide to avoid missile fire. 

In the first round, a flurry of arrows and missiles hits three of the men, but none drop. They are approaching fast. Misha and Barth with the two sailors start backpedaling. Alice advances with Rolf, Alex, Garvin and, William. The Paladin is just out of striking range. 

In the second round, the Paladin surges forward and slashes one of the men. As one, they turn on her. As the party rushes to her aid she yells out, "Ghouls!" Since all of the ghouls have attacked, the party runs straight into them. They down 3 ghouls as the horse stands over Gerwinder. 


Round three starts in a tie for the initiative. Alice barks, "Get back!" but no one listens. Alex and Barth have moved to each side hoping to angle an arrow into the ghouls next round. Everyone gets hit. All of the ghouls are down, but Rolf flops to the ground paralyzed moments after the last ghoul falls. 


Bartholomew makes an executive decision and unloads the tent mule so that Rolf and Gerwinder can be carried to the shrublands. He will stand guard over it with Alice. Once the party makes camp, they can come back for them. Garvin the Cleric makes only one change to this declaration, he will also stay with the Theif and Elf. 

This brings us to midday of day 3. We'll pick back up next session. 

Tuesday, February 8, 2022

Antiquity Tuesday - Guest Post by IAN BORCHARDT

This week, I would like to welcome my first guest poster, Ian Borchardt. I have annotated this post with some images for clarity. Also, my thoughts are in italics. I managed to keep my commentary to a minimum, which is also for clarity. This post came about as a MeWe response to last week's Antiquity Tuesday and Ian has graciously allowed me to use his response for the Blog. 

Thank you, Ian. And thank you readers. 

A legionary conturbium after the Marian reforms consists of eight soldiers, two slaves, and a mule. The items required to set up the camp were shared amongst the conturbium, which was the lowest indivisible group of Roman troops for that reason. Thus they were often assigned duties together. The two slaves and mule stayed at camp, so were often ignored in accounting for the components of a century. Thus you have the strange situation of a "100" only having 80 soldiers. The military slaves/servants (servus) made up the other 20 since they also had to be fed. Camp and the baggage therein was a pretty important part of military life, hopefully, kept separate from battles. Until you lost.

Tents highlighted in yellow, 1 per conturbium.
Image from http://www.trajans-column.org. 

Unlike D&D the legionary didn't fight whilst carrying this load. The two advantages of the furca, or carrying pole, was that you could wear armour whilst using it to carry goods and that it could easily be dropped if you were ambushed en route so that you were unencumbered in a fight. And you could carry the three pilums along with it fairly easily.

Ian's Icon

The furca continued to be a very convenient way to carry baggage for a long time (cf my icon, for example). The alternatives tended to be large wicker baskets and porter's trunks, which are not readily shed and more often used for carrying heavy loads. Slinging loads were poles was pretty common.

Wonderful inventions, poles. Although not very useful in a dungeon, but then any sensible legionary would have left the bulk of his gear back in the camp before they went exploring a dungeon.

The loculus, or goatskin satchel, was made from a single goatskin because that was the only way to keep it pretty watertight (as far as the rain was concerned). They were not particularly large as a result. It generally held the few personal possessions of the legionary. This and the other gear of the sarcina were carried in baskets or nets slung from the furca. Including food supplies and tools. All readily discardable in an ambush.

Loculus details from Trajan's column. 
Image from Wikipedia.

Most legionary food was prepared normally, and locally sourced. Again supplies were delivered to the conturbium as a whole to be prepared for all of its members by its members. This was fairly standard for most armies up to the 18th Century. technically the locals, if neutral or friendly, were given scrip for any supplies that were "requisitioned," but the ability to redeem that scrip depended on the local tracators. Iron rations were never really a thing until the 17th Century when you could determine an army was thinking of going to war because cheese and sausage were suddenly impossible to get for love and money (food that could easily be eaten cold). Most military preserved rations still needed cooking, even if they had a longish shelf-life and could be easily be transported. For example, salted food needs to be soaked to remove a lot of the brine before being prepared.

Next week, I will be trying out a recipe for Roman Hardtack from Pass the Garum, a food history website. As the recipe only has 4 ingredients, hardtack was probably invented and reinvented a zillion times over as a way to preserve the wheat harvest for lean times. (Edit - this has been canceled due to my daughter's Birthday Party. We will properly have cake instead.)

I also base my encumbrance rules on the Roman legionary but tend to consider armour as the primary encumbering item for determining movement rate. The next question is asking what you are doing with your hands, which I often find to be a more useful question to ask when you are carrying stuff than the weight of a thing. 

In many regards this is similar to RQ1/2 method of measuring encumbrance in the amount of things. The last question is the weight of what is being carried, which is the strength requirement. Usually such loads are self-encumbering from step two: what is he doing with his hands? Strength really only comes into it when they are trying to lift a specific load.

And I much prefer using Constitution in these matters, not least because it is the characteristic most associated in my game with the Peasant Caste.

Ian has saved me a post on Old School Essentials encumbrance rules. OSE has an item based encumbrance system which trades mass and weight for an item/bundle system which is intuitive and easy to use.