Wednesday, May 4, 2022

A Rules Comparison of Older D&D Editions

The following is a comparison of TSR-era D&D editions and/or their derivatives that is mostly intended for my own reference when considering different editions to run, or if I am considering pointing others towards a specific game I would like to run. If anyone reading this blog can point out corrections or additional information, feel free to comment.

Systems Considered:

  • S&W (Swords and Wizardry Complete, 2008, an OD&D (1974) Retroclone1)

  • B/X (Dungeons and Dragons Basic/Expert, Moldvay-Cook, 1981, consulting Old-School Essentials for clarifications. Additional references to Rules Cyclopedia)

  • AD&D (Advanced Dungeons & Dragons, 1st Ed., 1977, consulting OSRIC for clarifications.)

Characters

Character Classes:

  • S&W: Assassin, Cleric, Druid, Fighter, Magic-User, Monk, Paladin, Ranger, Thief

  • B/X: Cleric, Dwarf, Elf, Fighter, Halfling, Magic-User, Thief (See Rules Cyclopedia for Druid and Mystic.)

  • AD&D: Assassin (T), Bard (F/T), Cleric, Druid (C), Fighter, Illusionist (M), Magic-User, Monk, Paladin (F), Ranger (F), Thief
    (Note: Parentheses indicate a sub-class. Bard and Monk excluded from OSRIC. Additional classes in Unearthed Arcana, such as Barbarian and Cavalier.)

Character Races:

  • S&W: Dwarf, Elf, Half-Elf, Halfling, Human

  • B/X: Race as Class.

  • AD&D: Dwarf, Elf, Gnome, Half-Elf, Halfling, Half-Orc, Human

Alignment:

  • S&W: 3-point Law-Neutral-Chaos

  • B/X: 3-point Law-Neutral-Chaos

  • AD&D: 9-point Good-Neutral-Evil and Law-Neutral-Chaos

Maximum Level:

  • S&W: 20

  • B/X: 14 (see Rules Cyclopedia for up to 36)

  • AD&D: 20

AD&D Note (Leveling Up):
  • Gygax suggests training required at a rate of current level × 1,500gp per week in order to gain levels.

Spell Lists and Max Spell Levels:

  • S&W: Cleric (7), Druid (7), Magic-User (9)

  • B/X: Cleric (5), Magic-User (6)

  • AD&D: Cleric (7), Druid (7), Magic-User (9), Illusionist (7)

Scrolls:
  • S&W: Can be transcribed to spellbooks. Must Read Magic for arcane scrolls first.

  • B/X: Can only be cast. Must Read Magic for arcane scrolls first.

  • AD&D: Can be transcribed to spellbooks. Must Read Magic for arcane scrolls first.

Adventures

Timekeeping:

  • S&W: 10-minute Turn, 1-minute Round.

  • B/X: 10-Minute Turn, 10-second Round.

  • AD&D: 10-Minute Turn, 1-minute Round, 6-second Segments (10/Round)

Movement:

  • S&W: Movement rate e.g., 12. (×20 = feet/turn; ×10/3 = feet/round in combat)

  • B/X: Base movement (Encounter movement) e.g., 120' (40')

  • AD&D: Movement rate e.g., 12". (Conversions: 1":10' per turn of exploration or combat round. 1":1' per combat segment. 1":2 miles per day of travel.)

Encumbrance:

  • S&W: Weight measured in pounds. Affects movement only.

  • B/X: Weight measured in coins. Affects movement only.

  • AD&D: Weight measured in pounds. Affects Surprise and Initiative

Random Encounters:

  • S&W: 1-in-6 chance every turn, but suggested as few as every 3 turns. Variable dungeon level. d6×10' distance in dungeon. (×3 to ×10 in wilderness.)

  • B/X: 1-in-6 chance every 2 turns. Standard dungeon level. 2d6×10' distance in dungeon.

  • AD&D: 1-in-6 chance every 3 turns. Variable dungeon level. d6+4" distance in dungeon. (50' to 100') Base 6d4" distance in wilderness, modified by surprise.

Reaction Rolls:

  • S&W: 2d6. Low rolls are hostile.

  • B/X: 2d6, modified by Charisma of interacting character. Low rolls are hostile.

  • AD&D: d%. Low rolls are hostile.

Combat

Operation Order:

  • S&W: 1. Declare spells; 2. Initiative; 3.Movement and Missiles, then losers of initiative; 4. Spells and melee, then losers of initiative.

  • B/X: 1. Declare spells and melee movement; 2. Initiative; 3: In order: Movement, Missiles, Spells, Melee. 4: Opposition.

  • AD&D: 1. Declare intentions including spells; 2. Initiative; 3: Resolve in initiative order.

Surprise:

  • S&W: d6. 1-2 is surprised for one round, but only 1 if Monk or Ranger in party. 1-in-4 chance of dropping a held item if surprised.

  • B/X: d6. 1-2 is surprised for one round.

  • AD&D: d6. 1-2 is surprised for that many segments. Dexterity modifiers can negate these segments for individual characters.

Initiative:

  • S&W: Group d6, highest goes first. Ties are either simultaneous or re-rolled per DM choice.

  • B/X: Group d6, highest goes first. Ties are either simultaneous or re-rolled per DM choice.

  • AD&D: Group d6, highest goes first. Each side acts on the other die’s segment. Ties are simultaneous. Spells resolve at appropriate segment per casting time.

Move and attack:

  • S&W: Can be combined.10' melee range

  • B/X: Can be combined. 5' melee range.

  • AD&D: No melee until after the round distance is closed, unless charging (×2 move). Defender can set to receive charge.

Back Stab (Thief):

  • S&W: +4 to hit from behind for Thieves and Assassins. If also surprised, damage multiplied based on level.

  • B/X: +4 to hit if unaware and from behind. Damage doubled.

  • AD&D: +2 to hit from behind (or +4 if also with surprise), damage multiplied based on level.

Attacks of Opportunity/Fleeing:

  • S&W: Free attack as the character moved out of 10’ melee range, made at +2. Optional.

  • B/X: +2 to attack from behind; No automatic attack.

  • AD&D: Free attack(s) at +4 (i.e., treat as stunned)

Missile attacks:

  • S&W: +0 at short range, -2 at long range.

  • B/X: +1 at short range, +0 at medium range, -1 at long range.

  • AD&D: +0 at short range, -2 at medium range, -5 at long range.

Firing into Melee:

  • S&W: Random.

  • B/X: No mention.

  • AD&D: Random. Adjust probabilities based on sizes.

Monster Morale:

  • S&W: Mentioned in the abstract.

  • B/X: 2d6 vs. Monster's score. Equal or lower continues to fight. 2 successes will fight to the death. Optional.

  • AD&D: d% roll for resolve; Base 50%, +5/HD >1, +1/extra HP. Additional situational modifiers.

Pursuit:

  • S&W: No mention.

  • B/X: Monster reaction roll. Success based on movement rate.

  • AD&D: d% roll for pursuit chance. Depends on intelligence and situation.

AD&D Note (Spells and Weapon Speed):

  • If lost initiative but attacking spellcaster in melee, subtract losing initiative die roll from weapon speed. If the result is less than the casting time, an interrupting hit is possible.

AD&D Note (Simultaneous Melee and Weapon Speed):
  • In tied initiative, If the slower weapon has a greater speed factor by either +5 or 2x, the faster weapon gets 2 attacks before slower. If the difference is 10, the faster weapon gets a 3rd attack simultaneously with the slower weapon attack.

AD&D Note (Weapon vs. Armor):
  • There is a table for bonuses and penalties to hit based on different armor types. Thus, certain weapons are better for lightly armored foes, and others for heavily armored foes.

As stated before, please feel free to comment below to point out inaccuracies or important omissions. In a future blog post, I hope to compare stat monster block formats found in adventures for various rules systems, as well as looking at how a monster changes across those rules systems as well.

1 - Note that of the three systems compared, I consider Swords and Wizardry to be probably the most removed from its inspirational edition of D&D, so I don't want to simply call it OD&D. (For example, the default option is a single saving throw, as opposed to the 5 different types.) As far as I know, it is an interpretation of the rules comprising Chainmail, the original D&D Box set, all supplemental booklets, and some articles from The Strategic Review. There are also the White Box (Original 3 Booklets) and Core (Same, with Greyhawk supplement) editions of S&W, but I imagine they are mostly stripped-down versions of S&W Complete. In reading the Swords and Wizardry Complete rulebook, however, there are well-presented notes about changes from the original rules.

Thursday, April 7, 2022

Looking Back on the OSR

What better way to celebrate my return than to offer a sort of retrospective of the whole RPG scene and where I fit into it? In this weird world where D&D is more popular than it's ever been, I nevertheless feel increasingly isolated with where I like to place myself in it and the kinds of games I like to play. Also, since the death of Google+ and the fracturing of the RPG social media machine, I have had a difficult time surmising the current state of things with respect to RPGs in general, much less the Old School community. Twitter as a platform is far less functional and navigable than it used to be, and I have since deleted my Facebook account for a wide variety of reasons, my mental health being the most important. So, there are many people I used to talk to on a regular basis who I now have no idea how to contact, and I have no idea what they might be doing these days. And although I plan to summarize a few key events that occurred while I was removed from the hobby community, I undoubtedly missed something. Mindful of this ignorance, let's take a look at how I understand the "Old School" D&D scene on a macroscopic level before I inevitably find myself deep in its sweet clutches once again...

The OSR, Whatever That Is (Was?)

First, a definition. The "OSR"—at least at the time of my departure—had meant a great many things even during the span of time that I considered myself deeply entrenched in it. This is perhaps best illustrated by the fact that there persists debate as to what the "R" even means. "Old School Renaissance" is the most common I've come across, with "Rules" and even "Revolution" being alternatives. I think its formation can easily be traced back to the acquisition of D&D by Wizards of the Coast (WotC) and the incorporation of the fundamentally different 3rd Edition mechanics. Interestingly, the 3rd Edition also produced the Open Gaming License (OGL), which allowed for not only third-party creation of modern D&D content, but also the creation of content related to earlier editions of D&D.

Where I'm going with this observation is this: the thesis that there are generally two different populations that make up what would eventually become this "OSR" philosophy/community.

Initially, this "old school" crowd merely contained the population who refused, for one reason or another, to adopt the newer edition(s), instead sticking with the editions released by TSR1. Not long after, it also included all the newer content (games and modules) that were released under the OGL, and these creations had fans in their own right. But still, you could say that this is the "nostalgia" camp, since their initial RPG experiences were crafted in the context of TSR D&D.

Eventually, there became an ever-growing population who had been introduced to D&D as it had been reborn under the WotC banner. They then discovered—through whatever means—the older editions and began to play those as well, and in some cases exclusively. Naturally, this tends to be a younger audience, coming into RPGs after the year 2000, when 3rd Edition hit the shelves.

Note that I, myself, am in a relatively unique position, or so I believe. My first experiences with Dungeons and Dragons were thanks to reading Bill Amend's FoxTrot comic strip in the mid-90s. After hearing nerd extraordinaire Jason describe D&D to his sister Paige, I thought it sounded like such a cool experience, let alone a cool game. I eventually convinced my dad to get me the 1994 Black Box, followed by the Revised 2nd Edition Dungeon Masters Guide, which I would read through while eating breakfast cereal. It took me an embarrassingly long time to figure out that a lot of the rules I needed were in the Player's Handbook, which I couldn't find for a long time (since this was before online bookstores existed). Although the earlier edition captured my imagination, it wasn't until when 3rd Edition came out in high school that I found people who were into the game. Effectively, I can kind of claim membership of both of these subgroups that gravitate towards TSR-era D&D.

The Social Problem

Let's fast forward a few years. Facebook came out while I was in college, back when it was only open to college students. I remember thinking that it was a bad idea to open it up to the general public, and oh boy, was I correct. Since then, generally speaking, I have seen all manner of social media algorithms create hyper-focused self-reinforcing communities on their respective platforms. Echo chambers, polarization, and siloization are some terms that I am thinking of using here, although I hesitate since I have not studied social media dynamics academically, only as an attentive yet casual observer.

At least in the context of the US, there has been an ever-strengthening tendency of social polarization. On one extreme, you see higher concentrations of radical bigotry and hard-line social "conservatism." On the other side, I see well-meaning social progressivism, albeit too often in the framework of a hyper-morality competition that becomes absolutist and self-sabotaging. This is about as political as I want to get, as the tightrope of language is thin, and I have never been excellent at choosing the right words to convey my meanings with surgical accuracy.

Actually, scratch that. I had checked out well before the rise of the bizarre, perverse conspiracy cult of Anonymity centered around a letter between P and R. That's right, I'm treating it like Voldemort because I don't want Blogger to associate this blog with that terminology in any way. I have no knowledge of how that real-life fringe has affected RPGs, and for the moment, ignorance is bliss.

Back to the polarization aspect: an obvious correlation is that the bigotry side of our US society tends to consist of older, white, cisgender and heterosexual males, while the opposite side is younger and, broadly speaking, more diverse.2 It follows that the OSR community is similarly divided, due to the generational gap between those who are members through nostalgia versus those who are members via discovery. Nevertheless, for many people who have not explored the older editions or who cannot understand the appeal, the preference for older D&D editions is easily written off as nostalgia, and is synonymous with old, likely bigoted, white men.

Certainly those of us who are trying to reject this association are not helped by the flood of problematic news that continues to come out about the older generation of gamers and creators. (Ex: 1, 2, 3.) Fortunately, I can say that during my run in the RPG circles, I made a lot of new friends of various sexualities, genders, and ethnic backgrounds, and most of them I met through playing older editions of D&D, or games that were inspired by them. What's more, I made more such friends than when engaging in all my other hobbies combined (including board games).

Evolution of the Label

As the OSR evolved, it began to be less about the D&D game system, and more about the ethos that the older editions represented. TSR editions of the game had fewer rules overall, and the farther back in the publication history you go, the poorer the organization and layout tended to be. As a result, there were fewer rules to cover every possible scenario that arose in play, and when those rules did exist, they were not always easily found. While there were times that this created some disastrous social outcomes, particularly amongst kids who are not always the best at fairness, the contemporary take from within the OSR is that this leads to greater freedom on the DM's part to be creative and make rulings that adapt to the fiction at hand.

Gamemaster inventiveness and homebrew hackery led many who identified with the OSR to experiment with new settings, game mechanics, and original game systems, all with the intent of facilitating better gameplay at the table with a DM who could be entrusted to fairly adjudicate the gameplay. Interestingly, an "opposing" group of new RPG design with direct narrative-control mechanics (e.g., Fate) likely also had its genesis in early D&D games, albeit ones where the social contract had been violated and the DM could not be trusted.

By the time I had decided to abandon the RPG hobby, I was constantly observing new content coming out from the OSR community, and hardly anything was even remotely related to D&D. The idea had evolved far beyond an association with a particular era of D&D rules. Instead, you could easily call it a DIY freeform RPG community with a shared genesis point. 

Where I Am Now

Within the last few months, I hesitantly accepted an invitation to a fortnightly 5th Edition game. As a matter of fact, we have our next session this evening. I know about half of the players, including the DM, personally. However, what has me plunging myself back into the hobby and into this blog is the fact that one of the players has expressed interest in running a 2nd Edition AD&D game. But all this was covered in the last blog entry. My biggest challenge will probably be resisting the temptation to let loose my inner DM and start up a third game. There is no way that the current group could accommodate a third game, and even I have little free time to dedicate to running a complete campaign, even one as lightweight as Megadungeon Madness.

So, I will sit here and roll dice as a player in the meantime. It is good to have my paper, pencil, and polyhedrals again. My hope is that when I do get around to wanting to run a game with an older edition of D&D, I will not get much pushback from a community so fully immersed in the most recent edition and its modern tendencies.

Thanks to my initiative of separating myself from a toxic social media addiction, I do not know if the OSR is still going strong. And if it is, I have no idea what it looks like now. If you are a content creator who I know from my previous foray into the world of OSR creativity, please reach out. There are a lot of good friends out there who I wonder about these days.

Wednesday, April 6, 2022

A Few Years Later, Our Hero Returns

Well, here I am after a long sabbatical away from tabletop gaming. All it took was a single mention of a TSR-era edition of Dungeons and Dragons, and I launched myself head-first into old-school systems again. I've excavated my dice, and I'm ready to start rolling them into the felt of the dice tray once more.

When I last left the hobby, I was going through some personal stuff. I was battling mid-grade depression, and what had once been a solid OSR community had at that point become toxic.

I turned my attention to board games, then visual art, and finally music before coming back to RPGs only recently. I have been playing in a 5E game (one night online every two weeks) set up by a friend from college, and overall it has been quite fun the last few months. However, I do have to quietly chuckle at myself at all the things that would not feature in a game of my own making:

- The expectation of combat, with one set piece tactical battle per 2-3 hour session.

- Battle maps.

- A general lack of mortal danger.

- The Forgotten Realms campaign setting.

- Skill checks. (A lot of them.)

- Players asking to roll said skill checks in order to do something.

One of the players has indicated that he would like to try running a 2nd Edition AD&D game on the side. He started a character creation session on Discord, which was ill-timed because I was at a real nadir with respect to my depression in the last month. I wanted to do nothing; I saw very little point in anything; I didn't know if I could stand talking to people, etc. Those who have dealt with depression probably know what I'm talking about. Those who haven't hopefully never will.

I had missed a vast majority of character creation, but I did learn that we had a Half-elf Ranger and a soon-to-be-finished Dwarven Thief. Fortunate that I still had my PDF of the Player's Handbook, I was able to open it and slowly refresh my memory. I didn't even have physical dice handy, but I rolled some stats and decided on a Human Cleric. (Maybe I'm unimaginative, but I always gravitate towards playing humans.) The rest of the following half-hour was spent re-familiarizing myself with this game which I had first learned in the late '90s, despite rarely having friends who were willing to play it.

I had merely finished character creation. Within days, I had purchased/ordered new replacement copies of the Dungeon Masters Guide and Player's Handbook. I'm digging out the small mountain of dice I own in no fewer than three tackleboxes. I'm seeking out new content sources, such as The Old Warlock on YouTube (which is my preferred content consumption platform). I'm seeing which blogs I enjoyed a few years ago are still around. I am wondering how many people looked at my own and wondered where I went.

I have yet to play my first session in this new game, but I feel inspired to run a game of my own, even if it means that I have to sacrifice some of my precious little evening time.

The sword, it would seem, has been re-forged.

Sunday, March 3, 2019

A Statement & Forward Progress, or: A toxic person and what would eventually be my last blog entry for years.

Sorry for the length of time it took to get this out there. I've honestly been too overwhelmed with work to make any real progress writing things, even a blog post that would be very important to make.

I had a whole think piece planned where I was going to get into phenomena of hero worship and cults of personality, as well as my personal experiences with them in the forms of witnessing the downfalls of both Michael Vick and Joe Paterno, from the ground level within communities that adored them both, and seeing the various effects (both good and bad) that those downfalls had on the communities themselves. I was going to allude to the one friend I have who is currently wrestling with her own experiences of abuse and domestic violence. But I'm not a fantastic writer, and the task had reached a point of diminishing returns where I felt that the more I typed, the more needed to be said. And finally I realized that I was spending time on someone who's not worth spending it on, and about whom enough has already been said.

If you're clueless as to what I'm talking about, I think Patrick Stuart has penned one of the best summaries of the situation, which is almost a month old by now. (http://falsemachine.blogspot.com/2019/02/you-should-read-this.html) He lays out the situation quite well and also links back to a few posts he's made in the past regarding Z, posts which I think are quite objective and a fairly neutral assessment. He also perfectly describes what it's like to interact with Z, how you seem to start arguing with yourself about what's real and what isn't.

I have bought or otherwise supported a number of products that Z has made a substantial input on, including waiting on a copy of a Kickstarted RPG. I am very good friends with that project's manager, Mike, who is a fantastic individual who has given me absolutely no indication that he's anything except a wonderful human being. So I am not withdrawing my support of that project because I think Mike deserves to see his project succeed to the best degree that it is still able. I do not plan on ever running the game again.

As for the books, I don't feel right selling them to anyone else, or even destroying them. First off, I hate destroying books outright, but also there is valuable sentimental content within most of them. My copy of Death Frost Doom has an inscription from Jez Gordon. Maze of the Blue Medusa has an inscription from Patrick. Even A Red and Pleasant Land has Satine's signature in there.

Then there's the two original art pieces I have. I've thought about destroying them, but I figured that it would serve little point. You see, they are two pieces from a project that Z and Patrick were working on together, but it either got put on the back burner or abandoned altogether before their relationship exploded in fire. Judging from the artwork I have and the quality of writing that Patrick has consistently put out, it could have led to something great. But now I see only lost potential, destroyed by a monstrous personality of toxicity. It's kind of a grounding effect that helps remind me that one's character really does matter. And for that reason, they're oddly valuable in a completely ironic sense.

Anyway, keep in mind that this was supposed to be a truncated post compared to my original idea, and it's already getting quite lengthy for what should have been a condensed set of ideas.

In summary, I no longer support Z or his work, nor do I recommend anyone give him any support, either in terms of purchases or even discourse. I believe Mandy and her accounts. Abuse is something I will not abide. Even if, for the sake of argument, Mandy's accounts were not accurate, (and again, I believe her) I have processed enough to make this judgement regardless.

-----

Moving on to the subject of this blog, I have been dealing with low-grade depression for about half a year. I am finally starting to turn things around with professional help, and so I would like to attempt to move forward with this blog. It will continue to discuss my RPG activity, but it will probably contain even more content that is art-related. I hope both that I follow through with this plan, and also that you will continue to follow the blog.

If the blog fails, please follow my Instagram account, @dommedraws.

I also created a WhereToFindMe page.

Friday, November 16, 2018

U-Con 2018: Post-Convention Recap

This past weekend was my local convention, U-Con, and I thought that I'd offer some post-con analysis.

First off, here was the schedule of games I ran:
Friday, 900-1300: [redacted] - Terror in D.C.
Friday, 1400-1800: NGR - A Thousand Dead Babies
Saturday, 900-1300: NGR - Gnomes of Levnec
Saturday, 1400-1800: Mothership - Dead Planet

I also played in a Scooby-Doo LotFP game on Friday night, wherein we had to uncover the secrets of Velma's family during her sister's wedding preparations. That was an immensely enjoyable game, even if the ending had to be a bit rushed due to time. I did meet a cool group of people who are local to the area, so if they're reading this, they should get in touch so we can maybe try to get some local gaming going.

Anyway, more on the games I ran:

Terror in D.C. [redacted]:
[redacted] is Z's upcoming modern-day horror game. The rules are currently available to backers in a barely readable Word document (which is where the awesome Shawn Cheng comes in.) Using this, I devised a simple scenario involving a member of the House of Representatives. Perhaps the highlight of this session was the party hiding out in a Starbucks while staking out the Dunkin' Donuts across the street.

I absolutely love the mechanics, which are dirt-simple. Instead of everyone using their own dice, having the community tarot cards with their pictorial implications led to a greater degree of player buy-in, I feel. My main self-criticism is that I didn't call for many Calm checks (read: sanity rolls), especially when things got especially stressful for the characters.

What I loved about this game was that I made nearly everything about it up on the fly. I had a starting scene and an underlying horror, and the rest developed at the table. Not only does this mean that I'm more confident in improvising entire game sessions, but also that it is possible to improvise a majority of an investigative scenario. This is immensely satisfying.

A Thousand Dead Babies (Neoclassical Geek Revival):
The ultimate in introductory adventures for NGR (see previous blog post), as well as Zzarchov's adventure design style. I was fresh off a playtest of this adventure from earlier in the week, thanks to a group of friends in Lansing who run games every other Monday. I live just far enough away from Lansing that getting up there to see them is rarity, but fortunately they let me run the adventure through once.

This second incarnation of the game absolutely followed none of the path that the first game did. But it was just as awesome. They went the full murderhobo route, and it was a blast nonetheless.

The game introduces the NGR system fairly well. I had already put together a 4-panel GM screen, although I would probably also put together a one-page player handout to explain the basics and refer back to periodically during the session. Despite the system's elegance, there's a lot of things to teach yourself over and over again until it all "clicks." I may work on this project before running future games of NGR for newbies.

The Gnomes of Levnec (Neoclassical Geek Revival):
This is a game I ran last year, although I was using LotFP rules then. This time, I had a bit more experience under my belt, and I was able to take advantage of the NGR system, which lends itself pretty well to this scenario. Last year, there was basically a PCs-vs-the-Mob situation, and I felt like things were going to get out of hand quickly. I did one of the worst things imaginable and basically asked the players not to go off the rails with it. If the same scenario had arisen this time around, I would have been better equipped because of NGR's clear support of social conflict situations.

Like the A Thousand Dead Babies game, this second time through the adventure resulted in almost no overlap between what the two groups of players did. Both were violent, although this one did not end in a TPK. Instead, it was the party that inflicted mass violence on many NPCs

One thing I should note about both of these Zzarchov games is that each group expressed worry that they weren't following the narrative path of the adventure correctly. I then gleefully relayed the fact that the scenario in question was a miniature sandbox full of gunpowder.

Lastly, I only found out after the fact that I had run a game for an occasional online contact, Paul Gorman. Hi, Paul!

Dead Planet (Mothership):
OK, so oddly enough, this one was originally scheduled for 8PM-Midnight. That wasn't gonna happen for a guy who normally wakes up at 5:30AM on weekdays. So, I got this slot moved to 2PM-6PM. But that probably threw some people off, and I didn't get the requested minimum of players. Rather than just dissolve it, though, I was fortunately able to add my players to Bardaree's table in the ConTessa room thanks to her generosity. Likewise, I joined some of my former players from the Gnomes game at Stacy Dellorfano's table to playtest their city crawl project...

The Incompetent Watchmaker (LotFP):
This was my final game and I'm glad that Stacy let me sit in at their table. I will keep the appraisal very brief, but I can tell you that this is shaping up to be a fantastic supplement. Stacy added a number of real-world references from the city of Bern, Switzerland, which gave a good sense of grounding in reality. Meanwhile, the final encounters actually creeped/grossed me out in a way that no one else in RPGs has managed to do. I also really liked the tick-box customization of pregenerated characters (e.g., choose three starting weapons from this list, and so forth.) One of the smoother LotFP games I've played in.

Other Stuff
While I had a blast at the con while I wasn't at the gaming table, I will say that one of the highlights was getting to re-meet Chris Spivey (author of Harlem Unbound) at the bar. (We had met briefly at the ENnies earlier this year). This time we had a bit of a conversation about our U-Con experiences and we got to discuss a few aspects of running and writing RPG material. 10/10 would chat with again.

And now I'm back to my regular gaming routine once again, with my usual dose of post-convention gaming enthusiasm. I think my goals for the near future will be to continue familiarization with all the various aspects of the NGR system, and eventually writing an actual adventure for it. I may start by writing system-specific content on this blog, so keep your eyes peeled.

Friday, October 19, 2018

Neoclassical Geek Revival (NGR): A Review

Today, I would like to review the game system Neoclassical Geek Revival (henceforth NGR) by Zzarchov Kowolski. Now, I don't consider myself a reviewer like Bryce at tenfootpole, and in fact I've only posted one RPG review prior to this one. But I feel compelled to review the game system here, for one primary reason. You see, NGR is the only game I'm playing in now. I'm a player in one of Zzarchov's weekly games, and we use his system.

https://www.rpgnow.com/product/179590/Neoclassical-Geek-Revival-Art-Free-Edition?affiliate_id=656138

Zzarchov is primarily known in RPG circles as the author of high-value, innovative adventures. His work for Lamentations of the Flame Princess includes Thulian Echoes, which features a twist in that the players play both a historical party of adventurers as well as a party trying to retrace their steps. Also Scenic Dunnsmouth, an investigative town adventure with a playing-card-based setup mechanism which makes it highly replayable. Dunnsmouth in particular is a perpetual fan favorite that I keep hearing mentioned in discussions of present-day innovation in the old-school gaming space.

Zzarchov also has his own independent adventures available for purchase, two of which I'm running at an upcoming local convention: A Thousand Dead Babies and The Gnomes of Levnec. His independent adventures feature not only interesting public domain artwork on the cover, but also two sets of stat blocks: one for generic OSR games assuming some version of original D&D, and one for NGR. Although I purchased these adventures intending to adapt them to LotFP, the NGR stat blocks referred to mechanics that sounded both intriguing and practical. For example, "counts as consecrated temple on holy ground." As a result of sheer curiosity, I bought the rulebook and read through it briefly before diving in to Zzarchov's weekly game. I've been playing regularly for a few months, so the review will be from this perspective - someone who's tried learning the game solo and then seen the system in practice.

We'll start with the negatives, because you're going to have to deal with them up front. This game can be difficult to wrap your head around, especially if you're the only one coming to it in your gaming group and/or you have a strong familiarity with various versions of D&D. According to Zzarchov, the whole NGR project started out of a series of house rules to TSR-era AD&D 1E/2E. However, there have been so many modifications that the basic structure of the game mechanics feels entirely different—as a matter of fact, the game was once known by the title "Piecemeal." If the game can be classified in any way as "OSR," then it is in flavor and sensibility alone, and not in terms of game mechanics. I will argue later that a lot of these modifications are actually for the better and consistent with my ideal gaming experience when it comes to fantasy-genre roleplaying. But it's a difficult adjustment, particularly if you're like me and don't learn most effectively just by reading the rulebook. If I could offer an analogy, the coming of D&D was the invention of the wheel or maybe a wheelbarrow, but NGR is a complete mountain bike. You get a much more sophisticated machine that has a lot more esoteric parts, but once you learn how to use it you can do amazing and fun things with it.

In short, a lot of the mechanics end up being simple once you know them, but require a lot of explanation to fully illustrate.

Secondly, even after you get through the novelty of the mechanics and everything begins to "click," I find that it is definitely on the "crunchy" side of the spectrum as opposed to "rules light." ("Crunchy" alluding to number-crunching.) This is not a game for those who have burned their 5th Edition D&D books in favor of forever playing games like The Black Hack and Into The Odd. As an example, often times I feels like NGR may be prone to "modifier creep." This is what I'm calling the phenomenon of having to keep track of an increasing number of different situational modifiers (e.g., I'm facing a blunt attack [+2 to my defense roll] and I'm blessed by my priest's god [+1] but my opponent has the high ground [-2] etc., etc.). I don't believe it approaches anything close to Pathfinder, however, which the worst offender in all the games I played; I needed a laptop with HeroLab installed in order to play it effectively and keep track of all the different status effects. 

Some caveats: (1) Certain rules are marked as "basic" while others are more "fiddly." If you're new to the game—or simply don't want to incorporate them—you can ignore the fiddly rules (such as armor "tags") to make the game more streamlined. (2) I should mention that by calling the system "crunchy" I simply am referring to the amount of time spent resolving mechanics rather than what those mechanics relate to. That is, you shouldn't assume that you'll be wasting a lot of time on tedious combat if that's not what you want to focus on. Indeed, many of our NGR game sessions involve little or no combat because the game actively promotes this play style—more on this below.

The presence of "crunch" and the depth of the rules leads me to the first positive of the review, which is also stated early in the book: "The Known Rule." This is two explicit statements in one: (a) if a rule isn't known, just make a ruling rather than look it up. (b) if you must look up a rule during play, you get -1 awesomeness if you're a player, or all players get +1 awesomeness if it's the GM looking up the rule. (Yes, awesomeness is a game mechanic, which I'll cover below.) In the same spirit of this, certain rules are marked as "basic" while others are more "fiddly." If you're new to the game, you can ignore the fiddly rules (such as armor "tags") to make the game more streamlined.

Furthermore, a lot of the modifier creep can be mitigated ahead of time with a well-organized character sheet. I can bundle common modifiers together and simply make note of the totals a lot easier than I ever could in Pathfinder.

Speaking of dealing damage, that works entirely differently in NGR than in D&D. In NGR, physical damage is only one type of accrued "point," along with stress, disease, poison, fear, suspicion (think of giving yourself away while sneaking), and even influence (trying to win an argument). Yes, NGR has mechanics for social conflict, and they work seamlessly with the rest of the system. Anyway, your barrier to taking all of these potential "damage" points is known as your Luck points. It's helpful to think of them as HP, although again, it covers all bases and not just physical damage. Whether you avoid a sword stab or just manage to avoid detection while having a torch lit, it's all Luck.

This leads to another great plus about NGR as a system. In general, by spreading the focus across both combat and various other non-combat aspects, NGR tends toward hi-jinx and shenanigans. For example, if you enter into a social conflict (i.e., argument) and burn your Luck points, you will not be so lucky if a fight breaks out later, or if you get thrown in jail and have to sneak your way out. Furthermore, that "awesomeness" I mentioned? You cash those points in at the end of sessions in the hopes of getting fate points. Fate points will let you re-roll bad dice or get some luck back in a pinch. Correspondingly, you gain awesomeness a number of different ways. One method is to purposefully make poor decisions—for example, getting drunk instead of taking your assigned watch at night. Another suggested method is to have "80's hair." You can really get more awesomeness and fate points by being elected the MVP of that night's session by the other players.

Furthermore, the XP system is a key (somewhat hidden) aspect to incentivizing certain play styles. There are distinct differences in the characteristics of a D&D game that gives experience points (i.e., character progression) for treasure when compared to a later edition that rewards monster-slaying. Every facet of NGR awards XP in a slightly different way, and I feel it's done in a way that de-emphasizes combat while still promoting risk-taking. A great example is the fact that you get increasing XP values for each new room in a dungeon you explore. As you deplete your resources, that next room could be worth 450 XP now, or zero XP once you come back to the dungeon a second time. That's because that room will then be your first new room, whereas it's the tenth new room this time around. That sort of press-your-luck enticement is embedded in NGR (and Zzarchov's GM style, for the record.) It puts a heavy risk-versus-reward ball in the players' court at all times, and it's when they are faced with real, meaningful choices that players get invested in the game.

Multiclassing is also easy in NGR. Imagine a pie chart broken into three pieces, and this is your character class. You can have all three "pie pieces" in warrior, or you could choose two parts warrior, one part wizard, and so forth. I'll spare you the details (which could get crunchy and count toward that first negative of esoteric confusion), but obviously the former example would be a more effective warrior than the latter, but the latter could at least cast a few spells if needed.

Lastly, the review would not be complete without a mention of Zzarchov's writing style. He's a witty guy—he enjoys more than his fair share of puns—and he's held back none of his sense of humor when writing the NGR rules. This is one of the few books that I've found legitimately enjoyable to read as it does not read like a dry technical manual. It's still easy to consult as a rulebook (even though there's no index and the PDF isn't bookmarked) but you could also easily read it from cover to cover.

I'll wrap up with my one final negative that we might encounter moving forward: name recognition. Unless you're familiar with Zzarchov or backed the recent Kickstarter, you probably don't even know about NGR. It's even less likely that your gaming group will know about it, so it may be difficult to drum up support for using it as a game system. But if you do, I know from experience that it has the potential to be a fantastically fun game.

Wednesday, October 17, 2018

The Best D&D Book Ever Written

What do you know about Dungeons & Dragons? About where it came from and, specifically, what inspired it? Not the rules, but the fictional content of the game? If you follow the "OSR" movement or are simply an AD&D player since the first edition of the game, you might have a pretty good idea... The original Dungeon Masters Guide (1979) featured a slew of appendices from the verbose Gary Gygax, but one in particular—Appendix N—has consistently received the most attention.

Basically, said appendix is a list of fiction literature that inspired the game's content originally. (To quote Gygax, "From such sources, as well as any other imaginative writing or screenplay, you will be able to pluck kernels from which will grow the fruits of exciting campaigns") It's a useful list to reference when you're trying to convince someone that D&D is not purely some hardcore Tolkien-deification, as is common perception. There are a ton of authors presented there, and some of the biggest fictional characters from that list include Conan (created by Robert E. Howard), Elric (by Michael Moorcock), and Fafhrd & The Gray Mouser (by Fritz Leiber). A whole bunch of "sword and sorcery" novels populate the list, as well as some science fiction authors such as Leigh Brackett and Andre Norton.

I would argue that none of them capture the spirit of what D&D can and should be better than The Dying Earth by Jack Vance.

This is the copy I have
Now, you may be somewhat familiar with Vance if you've even played D&D at all. The paradigm of memorizing a set number of spells which will be forgotten upon their casting? That is a concept taken directly from this book. Furthermore, one can easily see the parallels between naming conventions: "Felojun's Second Hypnotic Spell" (Vance) versus "Mordenkainen's Faithful Hound" (Gygax), for example. The ties are so strong that this"fire and forget" spell system is known as "Vancian" in discussions on various magic systems for RPGs.

Perhaps you are even aware of one of the greatest villains of D&D lore, Vecna. A legendary lich, his disembodied eye and hand are legendary artifacts of the D&D world. In case you haven't worked it out yet, his name was simply a rearranged form of "Vance."

The point is, this author had some serious influence on the foundation of D&D. And yet, I see so little of this book manifest in modern-day D&D games. Unlike the mighty Conan, the tormented Elric, or the plucky Fafhrd and Gray Mouser, I dare say Vance's work has been cast aside from the consciousness of most modern gamers.

Originally published in 1950, The Dying Earth is a series of loosely connected short stories depicting a fantasy world that is in fact Earth in its final years. The sun is red and bloated; magic is prevalent, as is ancient technology. There are six short stories, each named after its primary character. Perhaps the most directly related to D&D is "Mazirian the Magician," which firmly establishes the Vancian magic convention as the title character prepares a short list of spells, all that his brain can contain.

But if all you get that is game-worthy from The Dying Earth is the mechanics of magic, then you are not easily inspired. Take, for example, Chun the Unavoidable, a being who lives in ruins and snatches the eyes of anyone who steals from him, and then wears the eyes on a cloak. Or Ampridatvir, the city full of two sects of people who can't see each other because they're wearing two different colors of clothing. The universe which houses all these stories employs a fanciful sense of logic, which flies in the face of the ho-hum vanilla settings that you're used to in mainstream D&D.

The prose is a workout, to be sure, with quite poetic and fanciful language. It's not a style that suits those who don't like to take a hot, soaking bath in the nuance of the English language. Furthermore, the rest of the Dying Earth series focuses on Cugel, a largely unlikeable antihero whose character made me put down the second book (Eyes of the Overworld) after just a few chapters. But I would highly recommend reading through the first book as an inspirational collection of shorter picaresques.

If you're interested in Jack Vance, Patrick Stuart did a thorough review of the Lyonesse trilogy (spoiler warning) here. I haven't read it yet, but it's on my shelf so I have no excuse. I can recommend the novella The Dragon Masters, although it's science fiction rather than fantasy.

Once you have read The Dying Earth, I would strongly recommend The Pastel City by M. John Harrison, the introduction to the Viriconium saga.

Friday, June 29, 2018

Mothership: A Review

There has been a post going around Google+ this week that has discovered one of the main things the OSR needs is more reviewers. I doubt I will ever become a regular reviewer because honestly, I don't have the time to read that much RPG material. God help me if I ever became an ENnies judge.

(Dear ENnies selection committee, call me maybe and let's do lunch)

With that in mind, I decided to review something for the first time. It's a good excuse for me not only to stay active with the blog, but also to stay on top of things within the OSR community. So that's why I decided to buy and review Sean McCoy's Mothership, a Science Fiction Horror RPG.

Don't let the disco logo fool you.

So I will start this review with a very important declaration: Broadly speaking, I hate science fiction. I have certain exceptions, however. For example, I greatly enjoy Dune (at least the original novel) and Star Wars, although I see them more as science fantasy and adventure, respectively. The only other sci-fi I genuinely and regularly enjoy falls into the subgenre that overlaps with horror. The original Alien (1979) film is superb, and one of my guilty pleasures is the 90's cult classic, Event Horizon (1997). Both are set in space and deal with horror themes.

Note that I could also include the films The Thing (1982) and The Fly (1986) but those are slightly less relevant. The point is, couple space sci-fi with a horror of the unknown and I'm way more likely to be emotionally invested when compared to an episode of Star Trek.

Enter Mothership. I purchased this at my local game store for $15 although it's also available as a pay-what-you-want PDF (link). My version came printed on very nice paper with a cardstock cover along with four collectible monster cards, with stats and descriptions for each monster pictured. More on this below.

First off, I love a lot of the presentation here. The typeface is a clean Helvetica (or similar), with good use of bold emphasis. After many sections is a note telling you where more relevant content can be found (e.g., "For more on combat, see p. XX"). With a lack of an index, this is quite helpful if something is left unanswered by the end of the paragraph. However, I've noticed that the PDF has no document links if you try to click on these. Hopefully that's something that will get worked into a future revision.

But probably the best bit of design is the character sheet. Holy shit, do I love the character sheet for this game. It literally walks you through the entire process of creating a character by effectively making it a flow chart. You can see it on mothershiprpg.com so you know what I'm talking about. The concept is brilliant - just follow the arrows and you will cover all of your character creation basics. This minimizes time spent looking through rules. I have played some RPGs where entire sessions were wasted on character creation. For a game that isn't simply a variation of D&D, Mothership is efficient even by OSR standards.

The artwork is also quite good, although the style seems a touch inconsistent at times. I do have to give Sean a big kudos as he also did all the artwork, according to the credits.

As for the system, the game only uses d10's and the d10's which increase in multiples of ten. The latter is denoted by an underline, i.e., d10. This sometimes comes in handy for the massive amounts of damage some weapons can do, for example. The four stats are determined via a roll of 6d10. (expected value = 33.) This gives you a stat you often must roll under. So statistically speaking, you should succeed at things 1/3 of the time. Compared to Traveller's target number of 8+ on 2d6 (41.7%), Mothership seems to lean more difficult. However, there's also a skill system. Each skill you have can raise your stat check depending on what level skill it is.

In a mere 40 pages, there's also a stress/sanity/panic mechanic, rules for mercenaries, a bunch of space guns, and rules for building spaceships.

Let's talk about spaceships. In my experience, they're hard to incorporate into RPGs. There are either not enough options, or as is more often the case, they take forever and a day to design. Instead of the usual hassle, Mothership kind of treats spaceships as big characters, which is a smart move. The ship even has its own worksheet similar to the character sheet. A ship can be statted out fairly quickly, even if you don't immediately know its layout. However, the game provides you rules for drawing your ship's plans using the results of the worksheet. Undoubtedly a fun activity to do between sessions.

But there's one major thing that's missing from this game, in my opinion: what to actually do with all this stuff. I mean, I can appreciate the timeless tactic of simply coming up with things on the fly, but we're left with no ideas on what sorts of things to try with these rules, especially given the fact that it's a horror game. (You don't want to accidentally make things a cakewalk for your players.) There are plenty of examples demonstrating individual mechanics in action, but no sense of the game itself in action. I'm sure that once I came up with a good adventure idea, I could probably run this, but I have to admit it's a bit difficult to get my brain gears turning with the rules as they are. The mosnter cards that came with the print version definitely help, although you don't get these with the PDF.

To put it a different way, I'd hate to set out to run a Mothership campaign only to have it end up feeling like a Traveller campaign.

I'm curious to see the future of this game, especially since it's branded as an Alpha release. I expect that the developers will be refining and further developing the game in the future.

The good stuff:
- Layout and readability.
- Available as a pay-what-you-want PDF.
- Uses only d10's (I love d10's )
- most mechanics seem simple yet intuitive

The bad stuff:
- Typos and errors in the print version
- Not much guidance for the GM (or "Warden")

4/5 stars because that's what everyone does for everything.

More information to come if I actually playtest something using the game.

Saturday, June 23, 2018

Tooth Faeries

Those who eat the fruits provided by the great bounty of the forest generally do not suffer any maladies for doing so. On some occasions, certain found specimens of berry and mushroom may prove to be poisonous, but generations of trial and error have determined which is which. All that is required is the knowledge of certain tell-tale signs, often handed down through oral tradition or the written word and illustration. Know what to look for, and you’ll be well-equipped to harvest edible flora as you pass through the forest.

Generally, the forest is happy to provide such sustenance because those who require it are considered honored guests. It is not unlike those who visit a stately manor being attended to by servants bearing bits of cheese, cured meats, and other hors-d'oeuvres. However, certain areas of the Twelve Great Forests are off-limits: divine cradles of pure, unmolested nature from the primordial days of the Earth. They are not the domain of mankind and you will find no welcome there. Indeed, what I will call the Primeval Gardens are barely known by any living humans at all.

But the average traveler need not worry, for the Great Forests have in place ancient enchantments as old as the Earth itself. No one can accidentally stumble upon a Primeval Garden without pure luck dictating that they miss it entirely. Much like one magnet repelling another of similar polarity, the human explorer is driven away from those hallowed sites and is never the wiser for it.

Occasionally, however, wizards just have to come along and fuck things up.

A wizard is nothing if not a surveyor of loopholes in the contract that humanity has with reality. Even learning of the protective wards guarding the Primeval Gardens is a remarkable feat in itself. Yet, through any of an infinite number of incomprehensible magical means, it is sometimes possible to break through the enchantment and actually set foot on that sacred ground.

However, although the enchantments can occasionally be broken temporarily, absolutely no magic that any living being can channel will obscure the actions partaken by the offending wizard—or their companions—from the Great Forest's Watcher. Awakened by any disturbance in the primeval enchantment, the omniscient Watcher records all deeds—and especially misdeeds—performed until the offender is once again outside the sphere of the enchantment's domain. However, as the Watcher is omniscient but not omnipotent, She will inform any offenses immediately to the appropriate Enforcers.

Enforcers comprise a wide variety of magical entities who are eternally bound in service to the Great Forest itself. Earth elementals, ancient demigods, and even certain legendary animals can be Enforcers, depending on what offense has occurred and if any Earthly magic has been removed or corrupted. The primary goal of an Enforcer is to restore balance to the Primordial Garden by any means necessary. I don't have to tell you that, depending on the nature of the disruption, the act of restoring balance can be... unpleasant.

However, there is a curious case that arises when an intruder actually eats something from the Primordial Garden. Once any fruit, herb, or other food is consumed orally, its magical essence does not transfer to the consumer, or live in their gut somehow. Instead, without fail, it is transferred to the teeth upon chewing. There it will lie forever dormant, unusable even by a wizard. The only means of reclaiming the Garden's essence that was lost is to extract the teeth. And seeing as how no one would risk a direct assault on a wildly unpredictable human wizard—or one of their friends—by removing a set of teeth by force, the Enforcers in such cases are Tooth Faeries.

Tooth Faeries are well acquainted with the neurological workings of human nervous systems, such that ensuring they stay asleep for a complex, painful surgical procedure is no challenge. In fact, they are such skilled Enforcers that they can harvest a full set of teeth and install a nearly identical replacement set in just under two hours. When the subject wakes in the morning, the most they will ever know is that they taste a hint of blood and perhaps a bit of an aching jaw. These symptoms usually pass within an hour. In truth, Tooth Faeries are some of the most effective Enforcers ever to serve the Watchers and the Great Forests when establishing balance to the Primordial Gardens.

The problem is that, because they're Fey, they're usually tricksters and perverts.

What follows is a catalogue of the multitude of effects known to befall some victims of Tooth Faerie trickery. I fear the list may be incomplete, but the list below should nevertheless be accurate.

1) The victims may hear sounds previously recorded from the past 24 hours. It is unknown whether the Faeries or someone else in the Primeval Garden is listening via the teeth and playing the sound back, or whether one of the teeth is actually some sort of enchanted stone. However, it is able to transmit the sound via bone conduction through the jaw. No one other than the victim will be able to hear the sound, although the victim will be utterly convinced it is real.

2) The teeth are able to transmit electrical impulses through their roots nerve endings directly to the victim's erogenous zones. Minor muscle spasms can ensue. The Tooth Faeries almost certainly are monitoring the victim in some manor, because every report of this effect has occurred during a socially stressful and public scenario.

3) The teeth can trigger the release enzymes in the digestive tract to disrupt the normal passage of food. Projectile vomiting or diarrhea can occur in extreme cases, although one of the most common reports of this effect is potent flatulence.

4) Assuming they can write, occasionally the victim may find that they are unable to control the content of their writing, transcribing certain nonsense phrases, such as "milk shake" or "chicken man," in an otherwise totally sensible passage. This effect is particularly disruptive to wizards, who must destroy spells in order to transcribe them into a permanent grimoire.

5) With some sort of monstrous shock to the nervous system, the victim loses all control of their muscles and falls prone for a period of up to two minutes. This is seemingly rare, but particularly dangerous. For example, death can befall anyone crossing a shallow stream or riding their horse at a galloping speed. It could be the case that victims simply don't live in order to report it.

6) For some victims, saliva production temporarily magnifies at least ten fold. This is such a massive increase that the victim must slobber excessively or else choke to death. An additional concern for these victims is drinking enough to prevent lost fluids.

7) Some victims report that their sense of taste is randomized. Savory foods are instead sweet, sweet foods are sour, and so on.

8) As 7, but instead the sense of smell.

9) A limited symptom, but victims reported that they were unable to keep their teeth from chattering loudly once they found themselves in a situation which demanded silence, such as passing a sleeping baby or dog.

10) Occasionally the teeth will simply fall out after a time. It is unknown whether this is intentional trickery or just shoddy work on the part of the Tooth Faeries.

Sadly, while most victims have eventually reported that the above maladies eventually cease, it is unknown what eventually gets the Tooth Faeries to stop. Based on the patterns I have studied thus far, it is quite possible that they give up once another person finds and eats something from the Primeval Garden. Or maybe they just get bored, choosing a different mischief in which to partake. It is my intention to investigate this matter further; perhaps I can find a wizard and some unwitting test subjects.

Thursday, June 21, 2018

The Priest and the Narcoworms

Slouched against a withered tree is a degenerate priest, clad in the earth-stained clothes of one ill-acquainted with finery. He venerates the Octopus Goddess, although if pressed for details he will know far less about Her than a holy scholar should. He is also a drug addict. Rich, black soil fills his small sack, with a small colony of narcoworms feeding on a sweet-smelling fungus.

Narcoworms are long, slender worms that writhe at a glacial tempo. They appear purple at first glance, although there is a rainbow oil sheen to them upon closer inspection. If you happen to grind a living one into a fine paste which you then desiccate in a crucible, the resulting ashen powder is hallucinogenic if ingested or snorted through the nostrils. No one knows who originally worked out this procedure.

In faraway cities, there are worm dens where only the most degenerate and wealthy fuel orgies of hallucinatory stupor. Plush couches and pillows allow you to recline at the height of comfort while you observe your mortal body writhing in sweet agony. Outside the cities, few have even heard of the narcoworms' secret, and the procedure for preparing the worms has only been spread via ciphered notes disguised as children's drawings.

Like common earthworms, the narcoworms are simultaneous hermaphrodites. Their reproduction, which occurs about once every six weeks, is assisted by an excreted jelly which carries egg and sperm until their union. The presence of a mixture of this jelly and sea salt during the aforementioned preparatory procedure also maximizes its narcotic effects, although this secret knowledge is guarded carefully amongst the small, secret cabal of Worm-Givers.

Our friend the priest has learned, by a stroke of luck, to grind up those worms which are in the mating process when he can, along with a pinch of salt. He is a bit too slow-witted to realize how much of a profit can be made with this knowledge. He is slower still to realize that there are other Worm-Givers out there who would slit his throat for not providing them their due share of the profits from what must surely be a stolen secret.

When the PCs meet the priest, he will offer "enlightenment" to them, in the name of the right splendid Octopus Goddess. Anyone who partakes gains a +1 to their Wisdom for the day, but suffers one of the following effects:

Narcoworm Effects Table (d6)
1. Migraines, which last for one week. Each day, succeed a Saving Throw or else suffer a -1d4 penalty against all rolls for the day.
2. Hallucinate 1d4-1 additional NPCs/monsters per encounter. Roll with each new encounter. Lasts for the rest of the day.
3. All love everywhere is here eternal now living together through you and me. Lasts for the rest of the day or until cured.
4. Environmental confusion. Determine a climate type and weather at random. The character hallucinates that they are present in such an environment and takes appropriate action (such as changing outfit or seeking shelter). Lasts for the rest of the day.
5. Kleptomania or pyromania (DM's choice), 2d10 turns.
6. Every verbal communication that the character hears is perceived as a lie, meant to trick the character into peril. 3d10 turns.

If the narcoworm was mating and prepared with sea salt, roll twice on the chart and gain +1 Wisdom permanently.

Consuming the narcoworm powder repeatedly will build a cumulative chance (suggested 1% per dose) for the character to develop psionic powers. If a person with psionic abilities eats live narcoworms, they will gestate in the stomach and release invasive embryos into the bloodstream. These will eventually attack the blood-brain barrier and mutate the host into an Illithid, or whatever non-trademarked name you give a Mind Flayer. This, coincidentally, will please the Octopus Goddess.

The Narcoworm Priest:

Inventory:
- Sack of narcoworms (3d12) in soil
- Cudgel
- Wooden holy symbol
- Worm preparation kit: crucible, mortar, pestle, tongs, and an alcohol lamp
- Poorly-written pornography
- 3 sp
What he wants:
- To gain followers to his religion.
- To bond with people over hallucinations.
- To learn more about these worms.
What he doesn’t want:
- To be exposed as a charlatan.
- To kill anyone.
- To incur the wrath of the Octopus Goddess.

[Note: the above blog post is an expansion of an idea first discussed in a previous entry]

Wednesday, June 20, 2018

Skills revisited: Dice pools and the LotFP playtest rules

So obviously the first thing I should do once I say that I want to play some more 5E is to start analyzing the rules for Lamentations of the Flame Princess.



Just a few days ago, I grabbed a copy of LotFP's Free RPG Day supplement for the year, Eldritch Cock.  It has a whole bunch of spells in it, but also what I think is the first unrestricted release of the LotFP playtest rules, a set of backwards-compatible rules changes for the game.

One of the coolest things, in my opinion, is the update of Saving Throws. They are now based on a d6 dice pool. Number of successes determines the result (2+ = full save, 1 = partial save, 0=fail). The only variable is, are you saving against a magical effect or not? I am a bit biased since I love dice pools inherently, but I think that this is a great improvement, at least on paper. Saving throws have always been a high hurdle to clear for lower-level characters. I want to see exactly how this plays out at the table.

Meanwhile, of all the great things in LotFP, the skill checks were the one thing that I never really liked. you have an n-in-6 chance, a single d6 roll. So (a) you want to roll low, and (b) you could end up with a 6-in-6 chance to do something if you buy enough of a single skill as a Specialist.

I mused on a potential upgrade to that here.



The playtest document (at least the one I scanned a while back; I don't know if James updated the rules in Eldritch Cock since I don't have it on me right now), essentially boils down to the following paraphrased rules:

- One random skill starts with a +3 bonus, and another begins with +2. If this is the same skill, it adds together to only be +4. (Target number for everything is 6 on a roll of d6, by the way. So in this case, failure only occurs on a 1.)

- For each bonus skill point (affected by INT), determine the skill randomly. negative modifiers start wiping out the starting bonuses from the last step.

- Specialists get 4 +1 bonuses to distribute at will at level 1, and add +2 per level.

- Roll 2d6 with 2x6's/2x1's being successes/failures if your total bonuses for a particular skill are less than 0/greater than +5. (Don't worry if I wrote it out confusingly because I kind of ignore this moving forward in my thought experiment.)

I wanted to see if I could keep the dice pool idea going from my original idea, and then see if I can adapt the playtest rule to follow the same model. We're already set to use a dice pool for saves, so why not skills?

(Forgive me because I'm now kind of writing this as I go...)

So first off, realize that the default skills follow a linear progression. 1 skill point is the same value (a 1-in-6 increase in probability) for all time. Your chance of success is 16.7%, 33.3%, 50%, etc. So in these playtest rules, every character has a 66.7% of success at a single skill, and a 50% chance on a second skill. Or they get the same result twice and get a single skill at 83.3%. Everything else stays at 16.7%.

So imagine we're using dice pools instead. The default of +0 Dice to a skill still gives you a base success chance of 16.7%, so that's good. In order to get closest to a 66.7% and a 50% chance for two separate skills, we'd need to add +5 dice and +3 dice, respectively, to each skill to yield success chances of 66.5% and 51.8%, the probabilities of success of dice pool sizes of 6 and 4. Let's accept that as our baseline, pre-tweaking value of dice for everyone.

Then comes Specialists. They get four +1 bonuses that they can arrange to taste. It's not easy to convert this to a dice pool, since they could add all +4 to a single skill, making a 1-in-6 chance a 5-in-6 chance. In dice pool terms, that's adding 9 dice to get your chances of success up to 83.8%...

(Before we move on, here's the incremental success percentage increase with each new die added to your pool: 2nd die = +13.9%; 3rd = +11.6%; 4th = +9.6%; 5th = +8.0%; 6th = +6.7%; 7th = +5.6%; 8th = +4.7%; 9th = +3.9%; 10th = +3.2%. If we average all these, we get about 7.5% per die.)

So back to Specialists. It looks like, to keep the +4 starting bonus consistent, we should convert it to +8 or +9 dice in my suggested dice pool system. They would clearly have the most benefit if you spread them all out over eight or nine different skills, with each one getting, therefore, a 31% chance of success. In this extreme, they're almost twice as effective as the +4 dice of the playtest rules. The playtest dice are more effective per skill (33.3%>31%), but you can only apply that bonus to four skills at most.

I... actually kind of like that approach. I think that the jack-of-all-trades seems more consistent with my idea of what a Specialist class brings to the table, which is the guy you hire to do the tricky stuff. I'm going to assume players will game the system, most likely spreading their bonus dice far and wide. However, if they want to tailor their character to fit a particular archetype, they can shift that pool around quite a bit. (Translator, Sailor, Acrobat, etc. are all merely different skill distributions.)

One last thing that I really like: in keeping the mechanics of skill rolls consistent with that of saving throws, not only are we unifying mechanics a bit, but we can also introduce variable results for skill rolls. 2+ successes means the skill is executed perfectly, whereas one success means there is a complication that develops. The downside to this, of course, is that most skills used by non-specialists are going to forever remain at 1 die, leading to automatic complications. I don't know how I feel about that yet.

What remains to be seen after this first thought experiment: (1) Do I want to tweak the amount of bonus dice for non-Specialist classes? It depends on whether the Specialist seems too crucial compared to the Fighter and Magic-User. (2) What about that INT bonus? Keep it consistent? Again, more playtesting required. (3) Maybe I'll give fighters bonus dice for Leadership, another new skill.

Blog update after about half a year

A lot of things have happened since my last blog entry. I will try to summarize them here:

- For various reasons, I moved away from D&D-centric fantasy roleplaying games. I got pretty heavily invested in Call of Cthulhu. While I think there is a lot of crossover, I didn't feel the desire to post anything here since it's not really a house-rule game the way the DIY RPG scene is.

- Owing to perhaps some combination of the winter season, a loss of free time, and financial problems (which are entirely my own doing), I stopped following RPGs nearly altogether.

- I started collecting comic books and collected editions, which was a refreshing new hobby, although it worsened said financial stress.

- both comics and RPGs contributed to my new drawing pastime.

I won't go into my drawing in depth, but know that I am available to illustrate for RPG material. I am also cheap.

You can find me here:
instagram (most active)
fineartamerica (prints for sale)
patreon (currently least active since I have no patrons. I plan to revisit this at some point in the near future.)


I would also like to resume creating content for RPG material, which means I need to run actual games. I think I want to try running 5E once again since it was such a huge draw on Free RPG Day. On that day, I ran a DCC game for which a single player signed up.

Also, if you have a strong opinion as to whether I should include Call of Cthulhu content on my blog, please let me know in the comments.

As a parting shot, here's my first commission. It's available as a print but I'd be happy if you just looked at it because I am quite proud of it.

Art Prints

Monday, August 28, 2017

Unifying Random Encounters

Something that has been on my mind a lot has been random encounter tables. Each dungeon of my Megadungeon campaign has a different encounter table. And each has different mechanics. This bothers me.

First off, let's go through how random encounters are supposed to work by the book. I'm using the Rules Cyclopedia or BECMI here, but Basic D&D should all work the same when it comes to being in a dungeon. Every two turns, or every time the PCs do something that might draw attention to themselves, roll a d6. If it's a 1 (or a 6, if you want, the point is there's a 1-in-6 chance), then a random encounter is triggered. There's more rules for different situations, but that's the standard.

Then, you roll on the random encounter chart to see what you get. In the Rules Cyclopedia, for example, each dungeon level has a 1d20 table.

In a very good post on his blog Papers & Pencils, Nick LS Whelan reveals that he uses a 2d6 table. At the extremes—2 and 12—he puts Dragons and Wizards, respectively. Because they are awesome, dangerous, and should be an ever-present threat in a D&D game. What Nick introduces here is the weighting effect of the bell curve. Some monsters are more rare than others.

(I've always disliked the term "bell curve" to apply to anything number less than three dice, because you don't properly see the shape of the underlying Gaussian distribution. But anyway...)

Also, let Nick's velvety vocals whisk you away in podcast form here at Blogs on Tape. Complete with the theme to Dragon Warrior!

You could also easily convert the underlying bell curve into a percentile die roll. E.g., roll 1d100. A 1 is this monster, while a 2-3 is this other monster, etc. More on this below.

In Rappan Athuk (Frog God Games), the random encounter roll is combined with the result roll. As an example, on Dungeon Level 1, a single d20 is rolled and only results 1-4 have encounter entries. Therefore, the chance (1-in-5) is higher than your standard 1-in-6, but if that result is triggered, there's no need to roll another die.

On the one hand, this approach saves time by not having to roll multiple times. If you have very perceptive players, they may also get wise as to when you make one roll (your typical no-encounter) or when you make two (the encounter roll and the result roll). In this case, the one-roll method is advantageous in case you'd like to delay the reveal of the encounter. For example, maybe a result is rolled, but the creature is stealthy and would like to track the PCs for a while.

As a negative, you either get very few actual encounter entries in the table, or you need a much higher granularity.

Maze of the Blue Medusa has one of the best encounter tables I've seen in a product. It is a single d100 table, broken into a few columns that depend on where the party is in the dungeon. However, this usually just colors the frequency of individual encounters. Results from 1-20 are constant. 21-50 are encounter results that are location-dependent, usually referring to results 1-20. 51-74 is usually some sort of resource management, which is brilliant. For example, the PCs are hungry, or a torch goes out. Only on a result of 75-100 (slightly better than 1-in-4) does nothing happen at all.

This last table has me thinking about a few things.

First, there are a lot more potential encounters in this table than using any other method. However, I've found that most of the encounters in the Maze are more like vehicles for interesting action than straightforward combats. 2d4 screaming art critics is probably going to play out much differently than 2d4 kobolds.

Second, interesting events can be considered encounters, such as when that torch goes out. An encounter is really just a complication in the situation. If the torch goes out, then that's a surprise situation that you've got to deal with. Same as if you're messing with a door and a dragon saunters around the corner.

Lastly, the dungeon in question should inform the encounter table. Maze of the Blue Medusa has a dense encounter table because it is a dense dungeon. There's a lot of stuff there for the players to discover and interact with. Rappan Athuk is a sparse but deadly dungeon. Encounters there should be more rare, but they should usually scare the crap out of you.

So I am thinking about reworking my encounter tables to fit a unified paradigm. I'm leaning towards something like 3d6, where one of the dice is the "control" die, and the other two constitute a 2d6 table modeled after Nick's post above. Really, this is no different than the standard D&D method, except that the rolls are all made at once.

Perhaps later I'll go into other aspects I don't like about some random encounter tables, once I've had a chance to implement this idea into a game. But a lot of it might have its beginnings in my older post, Lessons from the Table.

Thursday, August 24, 2017

The Gen Con Post

Everyone's recapping Gen Con, so here's mine.

Wednesday.

I drive down to Indy. I park my car at my work colleague's house. He is gracious enough to let me keep my vehicle there while I attend Gen Con. Spend 5 minutes trying to explain D&D to him. I don't think I do a good job. Get an Uber to Indy. Guy is an unemployed electrical engineer. Smart dude. Sign of the times.

Get checked in. Where's Mike? Down at the Yard House. I'm rooming with Mike Evans, who I've gotten to know well over the last year, and his friend Omar. So I go to the Yard House. Also there are Z, James Raggi and Jez Gordon. I immediately feel sorry for Maria being hajjed off to Nerd Mecca. She seems pleasant.

Z has a reputation for being a jerk online. To the contrary, he is very personable and nice. Even though I'm clearly just some dude who's along for the ride, I get the sense that he welcomes and respects me. Z continues to be a great guy throughout the convention. He is also very well read. Z and James mention Thomas Ligotti's Songs of a Dead Dreamer and Grimscribe. I have never heard of this book. I should look into it.

Mike and I get our Goodman Games GM briefing, and get our GM badges. Rejoin Jez and Omar for food. We talk about game creating and ideas. Jez tells me to get my ideas out there and even shares my recent blog post. I get really jazzed up about FERAL. All in all a great conversation for getting pumped up for Gen Con.

Thursday.

9 AM first DCC game. Escape From the Purple Planet. My only funnel of the convention. All the players have a great time, but it only lasts about two hours. Don't know if I'd run this at a convention again without some serious tweaking.

On the bright side, I get to visit the dealer hall early. Get my Maze of the Blue Medusa "All Rolled Up." Very cool. combination dice bag and storage kit. If packed smartly, it's all you need for gaming.

The LotFP booth is magnetic. I probably spend wasy too much time there. Not only do I get to meet Patrick Stuart, but I then get to witness the first moment Patrick and Z meet in real life. That is magic.

The other booth I spend a lot of time at is the Goodman Games booth. Much bigger, being run by a horde of people. Immediately grab a number of DCC modules, a DCC trucker cap, yadda yadda. There was never any question. I'm impressed I spend so little. Get to meet Stefan Poag and Peter Mullen. Mullen tells me how he makes those awesome color images for games. I manage to get all the possible signatures I can for my DCC Gold Foil book.

Meet up with Mike, Z, Zzarchov Kowolski (who I'd only met online), Patrick, Stokely, and others and we all game in a PvP Lamentations game run by Z. I thought we were just going to fight each other but no, we start on opposite sides of the dungeon. Way cooler idea. I order hasty room service and manage to get out in time to run Caverns of Thracia at 8 PM. In-game, I take a magic sword and Zzarchov (team leader) pushes me down a pit. I think we end up winning.

Caverns of Thracia is great. The group sticks to Level 1 of the dungeon because they find a secret prayer chamber. Most of it is your standard dungeon crawl. However, with about an hour left, the fighter goes into overdrive so the group can explore as much of the dungeon as possible. Continuous escalation until the final encounter: three ogres with one dressed as Macho Man Randy Savage. The PCs take over the dungeon in the name of Thanatos, God of Death.

Friday.

Morning game at 10. Turns out it was cancelled because Clint Krause got rear-ended by a semi. Thankfully he's OK. More dealer room. I end up buying a drawing of a wizard done by Z. It's really fucking good. I can't remember if it's today or Thursday when I get all the signatures for my books. Like, all the signatures. Even the zine where Patrick did an interview. Even The Worst Breakfast by China Mieville and Z. Even Death Love Doom, which Raggi called me a sick pervert for owning. That made me smile.

The reason I spent so much time at the Lamentations booth was because I didn't want to interrupt any potential sale to ask for a stupid signature on a book that was already mine. I begin to get very self-conscious about my lurking. No one seems to be put off by my presence, so I just stay out of the way while waiting for a lull so I can ask for my stuff signed.

Also, I think Friday was the first time I met Jacob Hurst? I love this guy because he's a printing process nerd just like I am. Only he's got an actual product, the Swordfish Islands books. I'm calling it now. It's going to win some ENnies next year.

Game at 2 PM. The Jeweler that Dealt in Stardust. Level 3 DCC but I still manage to kill a player later on in the adventure. One player keeps cutting the faces off of spiders and collects them. I really love this one because it's an elaborate heist. Of course, the players make off with a haul of imitation treasure worth virtually nothing.

Evening, I drop off gear, grab a bite to eat and head to the ENnies. Get to meet Rob Monroe and his lovely wife. She talks with me about a wide variety of subjects but we spend a lot of time talking about Shakespeare. I have two versions of Macbeth I have to watch now. The ENnies go splendidly. Mike wins one, Spellburn wins one, and Lamentations picks up four. John Wick wins a lot of awards. I still think he's an asshole because of (1) his Anti-Tomb-of-Horrors rant, and (2) because of that goddamn hat. But he seems genuinely over the moon and I'm happy for 7th Sea. Also Mark Diaz Truman seems to have worked on it quite a bit and that guy seems cool.

ENnies after-party goes well. I'm surprised the Marriott let it continue to midnight. It carried on quite a bit more into the wee hours of the morning in the bar. I learned Stokely's Top 5 comedies so now there's a Nic Cage movie I need to see. Met Nicole and Stuart Pate, who cosplayed as the Flame Princess and Hugh Heftblade. Also got to meet Ken Beaumann who published Maze of the Blue Medusa. He was wearing a kickass Iron Maiden shirt.

Saturday.

Breakfast with Jez, and I think with Zzarchov, although that could be Sunday. I forget. But the one with Zzarchov we talk about an upcoming adventure of his. In fact, I've helped playtest two things for Zzarchov and I'm glad to know both are still in the works.

Sean Poppe shows up and actually delivers the news about Clint. (Again, I can't rmemeber if it's Saturday or Sunday...) Glad Clint is ok. We discuss art and projects and just keeping on doing shit. Sean gives me one of his zines and it's awesome.

Saturday at 2. Last game. The Temple of Laserface and the Kung Fu Masters of the 4th Dimension. It's a blast. Ends up with two wizards trying to outdo each other while spellburning twenty each. Sezrekan vs. Bobugbubilz. I ended up printing multiple copies of the "playtest" of this adventure out and handing it to people to read. It acutally consists of a lot of the stuff leading up to the adventure, but not the adventure itself. It's kind of embarrassing, given how incomplete it is.

Mike's kind of steering me towards publihsing the adventure as a DCC adventure. It's certainly zany enough for it. Although I also like the grittiness and groundedness of Lamentations of the Flame Princess, which I would be able to use if it were published as a system-neutral product. But the size of the DCC community would help me get an adventure out there a lot more effectively.

Anyway. After ToLatKFMot4D, I was suddenly left with a void. No more games to prep. Everyone is busy doing something else. So I get super depressed. I've never been remotely suicidal but it was intense. I wait until Inferno Road at the Embassy Suites, but not even that can cheer me up. I end up hanging out at the bar. Mike Evans shows up, and I chat with him, and Bob and Jen Brinkman. Jen asks me to sign her first DCC book, which she is putting into retirement. I sign page 88. Also hang out with James Walls and family before going back over to where Inferno road was. They are now playing Flammable Hospital, or at least what I assume is Flammable Hospital. Jez insist's it's "Jez Just Wants To Go Home." Jez, when will you learn IT'S NOT ABOUT YOU.

Sorry, that was an insider joke in case anyone was wondering.

Sunday.

Mike and Omar leave before I get up. I brought way too much shit, so I have to make sure I get it all packed up properly, which takes some time. I pack gradually, making sure that nothing gets damaged on the ride home.

I keep my Peter Mullen cover DCC book in my backpack. He signs it. I see him sell a boatload of artwork. There's a raffle at 2 PM but I have to hurry through the dealer hall to get to everyone.

Tales from the Loop is sold out. I buy one of the last two slipcase sets for Call of Cthulhu. I stop by Lamentations booth to buy one more piece of original Z art. A knight impaled through the gut. This and the wizard perfectly encapsulate D&D for me. I cannot wait to get the pair of them framed.

I get pictures.

[photo removed]



I go back to the hotel, and get my bag. The Uber ride is a blur. I'm kind of glad that my colleague is out and has left my keys in a hidden location. I don't want to waste any time. Have to get hom before there aren't even any fumes left to run on.

End.

One big takeaway from Gen Con is the inspiration. Seeing Patrick, Mike, and the absent Kiel win awards for their writing inspired me to put some honest effort into getting my adventure down on paper. Players at my table have always seemed to enjoy it, and I think the DCC crowd would find it new and different. It may also be my foot in the door to being a serious creator. If, you know, it turns out I actually have any skill at being a writer.

One step at a time though. That's how I got through Gen Con.