Showing posts with label other people's stuff. Show all posts
Showing posts with label other people's stuff. Show all posts

Sunday, March 4, 2012

Update On Not Having Any Updates


Hey, folks. If you're wondering why there's been so much gaping nothingness here, lately, it's because I'm in the home stretch to finish school. (Associate in C.S. with a concentration in Game Development and Simulation, as it happens.) After this next few weeks, things should pick up again to my usual half-assed posting schedule.


For the time being, here's some crap to hold you over: The first is some line art that I did for an Intro to Drawing class - it's a work in progress, the image here is presented before shading.





The second is a work in progress shot of the map for my Saltmarsh/southern Keoland sandbox game (a campaign we're just now getting off the ground, in the mode of Ben Robbins' West Marches campaign - basically a revolving cast/open door idea, which fits the schedules of my player base, most of whom are either in touring bands, or have crazy work schedules). It's composited together from several different sources, with my additions mostly coming out of (or based on results from) Kellri's (completely fucking essential) CDD#4 Old School Encounters
netbook.


You'll note I'm gradually overlaying my stuff on top of the underlying regional map - the end product should look an AWFUL lot like the Wilderlands of High Fantasy maps, thanks in part to the hyper-useful screentone scans found at John Cooper's website. These are a perfect match for the old-school cartography style - very inspiring. (My players, kindly stay out.)






See ya all once I'm out of this here tunnel - I can just see the light, now. ;)

- DYA

Wednesday, January 18, 2012

Sage Advice under a Dark Sun (or, "Yes, Virginia, there IS a Dragon!")


Here'e a handy-dandy link: All the "Sage Advice" Q&As (mostly Dark Sun-related) from Dragon #182 (not pictured above).

Dargonsfut forumz

First session of our Dark Sun game, tonight. Utterly surreal to be running 2nd Edition, again (it's been 15 years or so) rather than our usual mish-mash of Basic, 1e and HackMaster. Should be interesting.

- DYA

Wednesday, June 29, 2011

Medieval Demographics (or, "The Peasants are Revolting")



If you don't know about this, well, you're fucking up. I don't know what to say. This shit (the Domesday book) has been up for a long-ass time, I vaguely remember consulting it regularly when I was running my d20 Cormyr campaign (which was a LONG-ASS TIME ago), and it's sprouted features since then.

What I'm interested in here is "how many people can [x] hexes of arable land being worked at [y] relative efficiency feed?" Domesday Book takes easily-arrived-at figures and gives you projected data on how many settlements the land will support (and of what size), how many fortifications will be required to hold the land, what size standing security force (guards, watch, etc) will be present, and how many of several key professions will be supported by this domain. (It's not ideal, for my purposes, that it uses kilometers, but beggars can't be choosers.) (Pretty sure it says that in the DMG somewhere, at any rate.)

Now, I'm actually using Midkemia Cities to generate my city professions, and there is some assumed demographic info there, and there's some figures from the Wilderlands booklets that have other figures, so I'm still kinda juggling all 3 just to see what feels right. The irony in all of this is that this shit won't matter for quite a while, but once players are at the "worrying about domains" stage of the game, it'll be too late to change all of this crap without serious re-working, and I'm gonna want a clear picture of the situation at the commencement of full-on armies and politics shenanigans.

- DYA

P.S.: Oh yeah, the map is from Darklands, the best open-ended sandbox RPG set in the Holy Roman Empire that nobody's ever heard of.

P.P.S.: Oh, and here's Michael Bolton as Captain Jack Sparrow.

Monday, June 20, 2011

Dirty Dungeons, Done Dirt Cheap

So, this is pretty choice. DIZZY DRAGON'S ADVENTURE GENERATOR

It's not too terribly dissimilar from a double handful of similar tools (and the more the merrier as far as these go, the usefulness increases along with the variety), but this one a) creates a fairly tight "maze"-style dungeon via geomorph, b) stocks them with B/X creatures (or just Basic, or d20), and c) creates some detail with results from the DMG dungeon dressing tables. The dungeons definitely have a certain style, and wouldn't use them for everything, but for a couple of quick "just in case" dungeon levels to toss on the wilderness map? Perfect.

- DYA

Tuesday, June 14, 2011

Everything You Always Wanted To Know About Saving Throws (But Were Afraid To Ask)


Hahaha... So, every once in a while, dredging through the open sewer that is RPG.net yields a nugget of wisdom, nestled gently amongst the turds. This is pretty great:

ENTER THE VANGUARD OF ROLEPLAYING *snort* *snigger*

It's a discussion of old-school saving throws, and the perceived reasoning behind them. I've seen this kind of thing on Dragonsfoot here and there, but not with this level of thought and illustration. Worthwhile reading, I'll have this in the back of my mind next time I pull an, "ok, save vs. [THING]" out of my ass in-game.

Thursday, January 14, 2010

This is Goddamn Beautiful / WG13 Micro-review


This is AD&D in a nutshell:

(In response to a thread stating that AD&D runs like a Swiss watch - i.e., that it's perfectly tuned and precisely balanced, but breaks down if you change something.)

No, a finely tuned swiss watch may be complex, but it is extremely ordered, regular, relentless, even tedious at doing what it does.

AD&D is a carefully constructed Rube Goldberg device. It is complex, intricately built out of string, spatulas, and squirrels running on wheels in cages, and in the end it only accomplishes something very simple like lighting the exploding cigar. But it's just as fun to simply see its parts work as to see what it accomplishes. And you can replace the squirrels with water drips, the string with levers, the spatula with a cannon. It's just as fun to see it work when you change around its inner workings and ultimately it still accomplishes the same goal of getting the cigar to blow up in your face.
\


Poetry.


So, the holidays happened, and that was a giant pain in the ass, and I haven't posted for a while. Here's what's been happening at my table:

We ran a few sessions of Keep on the Borderlands when a few of the regular Castle Greyhawk players couldn't make it out for a few weeks, with new (Good-aligned as opposed to the main party's Chaotic Bastard bent) PCs. Had a brutal few sessions of two-PC grindage (B2 is not kind to small parties), with several hostage takings (and rescuings - including a PC from a game I ran two years back!), ending in an all-but-TPK (i.e., only one PC and an NPC henchman are still alive, and they're in the clutches of hobgoblins - and nobody's posted any ransom money at the Fighters' Guild).

The guys have new PCs ready to go, but right now all the mercenary adventurers in residence at the Keep are scared to go anywhere near the Caves (as the recent disastrous expeditions are well-known). They won't even get word of the ransom demands for the old PC and henchman for at least a week, so for the time being their explorations will be limited to the surrounding countryside - and possibly the Caverns of Quasqueton. (B1, a module I consider much more suited to a small party.) We'll see next time the Worcester boys don't make it down.


[SPOILERS FOR WG13 CASTLE OF THE MAD ARCHMAGE AHEAD]


[SPOILERS AHOY]
Back at the main game, the PCs (now fully reinforced with 4 PCs, 5 mercenary men-at-arms and a freelance cleric/maniac of Erythnul) penetrated to Level 2 of Castle Greyhawk for the first time. I was psyched, a) because it meant they were starting to get that they can't "clear" the first level, and b) because now I get to try out the Castle of the Mad Archmage stuff. They lead the way to The Cellars the only way a smart adventurer would - with a live chicken. LOL They kick the thing down the stairs, and lo and behold there's actually a trio of giant frogs at the bottom, one of which promptly (and loudly) gobbled up the bird, alerting the PCs to its presence. One of the newly-returned PCs (the elven fighter/MU Vaz Deferenz) was killed in the ensuing melee, but nobody really gave a shit (since Jesse wasn't really psyched with the character - shitty stats and a party-inappropriate alignment - and in-game the other PCs all hated him). The chicken, however, lived through the encounter! (It was a bit confused and covered in frog ichor, but still.)

They press on - and let me mention here that these assholes have had simply unbelievable luck with secret doors. (The dwarf helps.) They quickly discover a secret tunnel leading them straight to the bedchamber of an orc captain - a brief parlay occurs but the lead fighter cuts the cur down as he began to break for the door. An extended battle breaks out as the remaining orcs become alert and pour in, but the party manages to set up a bottleneck and systematically cuts them down. (They're getting their unit tactics down pat at this point - I've got to give it to them.) Bodies are searched, orc hygiene practices are remarked upon, and they move on.

They come across a trio of skeletons lurking (as skeletons are so wont to do) in a closet. (Perfect Castle Greyhawk touch - there's just the right sprinkling of hokey humor in what I've seen of the WG13 levels so far.) And this leads to another first in my D&D experience - evil clerics controlling undead. I've literally never seen it happen in-game before - if a cleric commanded skeletons or zombies or whatever, it was just assumed to already have happened and was simply hand-waved. And it quickly becomes apparent to me just how damn useful a few mindless undead encounters can be for an evil dungeoneering party. The party instantly realizes that they have two new disposable front-liners (the third was destroyed before the command took effect), which would have been extremely useful had the commanding (NPC) cleric not been instantly killed by a giant wolf spider less than a minute later. By being bitten five times. In the face. Seriously.

(This breaks down as so: I roll an encounter check for any melee in open corridors longer than a round - or if someone's, oh, I don't know, say, yelling and screaming about the power and glory of Erythnul to a couple of dead people. We come up with a result of "nearby monster" - and the nearest thing that's likely to wander is a giant spider a few rooms away. The PCs dick around and debate how they can use the lye they've found while the spider creeps up on them. The thing surprises on a 1-5, the PCs obligingly roll a 5, giving it 5 surprise segments to kill them with. I check between the obvious targets, and it comes up Horgh (the cleric). With a 30" jump attack, the spider has a full five attacks (the first with a charge bonus), four of which it lands, the very first being a natty 20 for a critical (which I roll on the HackMaster table, coming up with a location of "left side face" and double damage). The cleric (y'know, the class with the amazing Poison save) fails all four saves, which would've mattered if the damage from the bites didn't kill him anyway. So yeah, wicked dead.)

They chop the spider to pieces in a round or three, but the check I roll for THIS loud melee brings up a new beasty, this time from the other direction - an ochre jelly. They don't know what they hell to do with this, but (muttering about their upcoming deaths) they shuffle into formation. It actually only scored one hit, and was cut to pieces fast enough - and this is where we establish that, apparently, in my version of Greyhawk lye will neutralize natural acids (such as that of the various oozes and jellies and whatnot). What the hell, it was a good idea, I'll roll with it until I decide otherwise.

They head north and encounter yet another first (for me) - an olive slime, followed by two slime creatures. Now, I managed to not have read the MM entries on these beforehand, and (as is so often the case for me when this happens) ran them totally wrong. So apparently these were variants. The slime itself I ran as a mobile blob, where it's actually a one-shot fall-from-above ambush predator like the green slime (or a piercer). So I gave the PCs extra xp for surviving (potentially deadly) attacks from it every round (instead of the 1 round it was entitled to). F it, they'll never know. The slime creatures I neglected to give the immunity to normal attacks that the slime itself has. This made them much easier to kill then they should have been, but again I just docked the PCs some xp for the kill, and then described them as only partially-transformed victims (with some flesh and bone still on them, and therefore vulnerable to swords). Again, not like anyone knew enough to care. Worked out ok. The bastard PCs then rack up another in their epic streak of secret-door-findings and score a magic robe for the cleric, and (with wounded mercenaries) head for the surface.

Or actually they head for walk-straight-into-a-gelatinous-cube-land. (Random again - clearly the Elder Elemental God is active in this area, with all the puddings and jellies and what have yous.) One PC gets frozen, another one-shots the cube (critical), and they wait around for two hours (fending off rat attacks) while the paralyzed guy gets better. Finally it's back to the surface - they camp on a section of the inner bailey wall (south of the Egyptian Pylon Gate) and head back to the Free City in the morning (the cleric with a brand new experience level - being a new player, his first, so he's psyched).

So my first experience with WG13 was just what I was looking for - gonzo, nail-biting, high-stakes dungeon crawling. Dying to see where they go next. Also dying to see if my copy of Bottle City shows up in time (ordered it that night), because they're about two lefts and a right away from stumbling across this relic of the Lake Geneva campaign. However, I suspect that a few loose ends will tie themselves up and a few campaign seeds sown will bear bitter icky revenge-y fruit next session, possibly putting a return to the dungeon on the back burner. But that's for next week.

-DYA

P.S.: Also played my buddy Brandon's amazing Dwarf Fortress-themed 1e game last night. We pulled an iron man session - 11 hours, cut off around 4:30. Amazing craziness, all kinds of new revelations about the fabulously dysfunctional Mountain Dwarf culture, but long story short: We fought Duergar with a decanter of endless water riot-control firehose. More on this later.

Thursday, December 10, 2009

Roll For Initiative podcast is up now, you go listen.


Check this shit out: Roll For Initiative is a brandy-new first-edition-centric podcast by two guys from the DF forums. It's pretty cool so far - they're 2 episodes in (each is something like an hour+), and they're already starting to get their dynamic going. The guys are pretty decent on the mic, the lack of which skill is the downfall of most well-intentioned 'casts I've heard (admittedly not many), they seem well-prepared, and they know how to discuss a subject without just sounding like two dudes having a conversation at the game store. (The smell is better as well, which is nice.)

The show is, regardless, painfully nerdy at times (expect a lot of rolled eyes from your girlfriend if she's walking around the apartment while you listen would be my advice), but that's as much of a feature as it is a bug in my department. LOL It's far worse when folks try to turn D&D into something Xtreem like BMX or MMA or cat juggling or whatever. This is honest. This is pure. I want to bask in the nerdliness when they're talking about the Deck of Many Things (and the inevitable campaign-nuking that ensues when you drop one as a DM).

They're focusing on 1e, and what I really like is that there's back-and-forth about how the hosts (and others) interpret BTB rules, and discussion of house rules from different campaigns as well. These guys get 1e - there's a lot of talk about all the different ways you can run your campaign, and about the flexibility and "open-sourced-ness" of OAD&D. I'm totally on board with the idea that the game just plain works better when you take Gygax's "make it your own damn game and stop asking me how initiative works already" mandate to heart.

(Presumably recurring) features include a monster spotlight (they're working from the Dragon "Creature Catalog" beasties now, I believe), a magic item spotlight, and a "Stickler's Corner" where they discuss obscure and fiddly rules. (Yay!) In the second episode they talk to the guy who wrote that Dragonfire DM program back in the day. There was some other stuff, I don't remember, I've been smoking resin this morning.

They also have a website with links and extra stuff from the show; you can get the shows in m4u or mp3 format direct from the site, or by RSS feed. You go there now.

-DYA

Sunday, December 6, 2009

Greyhawk Creation Comix


Just stumbled across this nifty little beginner's primer on Oerth's creation myth. lulzy.

-DYA


P.S.: Going to see Until the Light Takes Us tonight at the Cable Car Cinema in Providence. I'll let you know if it sucks.
P.P.S.: It didn't suck. I enjoyed it; can't wait until there's a DVD version (hopefully with some unedited interview footage).

Friday, May 1, 2009

First level characters are too powerful - did you know?

Nagora posted this insightful little essay on Dragonsfoot:

First level characters are too powerful

That got your attention, didn't it? Well, half seriously, here's what I've been thinking recently:

In AD&D, zero-level characters are pretty weak. Even men-at-arms have only 4-7hp and normal people have somwhere in the region of 1-5 or so. Now, BtB, "normal people" are 99% of the population (I'm only dealing with humans here). So in a town of 3000 adults, 2770 of them will have less than 8hp; probably more than 1500 will have less than 6hp.

It is these people to which weapons are scaled. A dagger stab is not a serious threat to a first level character given how common it is to grant firsties a hp boost (I rountinely give average hp or the hps rolled, whichever is higher, many people simply give max hp at first level) and, of course, PCs get CON bonuses which 0-levels rarely do (BtB their max CON is 15).

A first level magic user fights as well as any normal person and, equipped with a sleep spell can absolutely count on facing down and killing a gang of 4 such people (perhaps more) single-handedly. If s/he has magic missile then s/he can make most normal people drop dead from 210 feet away. With charm person they can make a town's mayor into a puppet from 360 feet away - while the latter makes a speech or some such. The potential for gaining political power is staggering!

A first level fighter is probably a bit less frightening to normal people, but is still generally able to laugh off even a good sword stroke from puny "norms" whilst their potential for great strength, say 18/51, means that even a glancing blow with a broadsword for minimum damage will almost certainly slaughter even the toughest soldier. Normal people never get a STR bonus to-hit or damage. The first level ranger does all this AND gets a double CON bonus and special abilities too!

Clerics, of course, frequently get bonus spells at first level and don't have to hope on random selection for their spells. So, in addtion to being armed and armoured and better than a normal trained soldier at combat, a cleric can command, cause fear, and/or darkness which the normal person has little defense against.

Thieves are "merely" equal to a trained soldier in direct combat, and have poorer armour in all likelihood, but their potential for DEX bonuses will probably take their overall AC to something in the region of chainmail and their ability to backstab gives them horrendous potential when combined with their ability to get into places where they can attack by surprise.

A party of 6 of these guys in a village is very serious trouble for the inhabitants if the party is hostile!

-------------

Okay, so it's overstated (and I carefully avoided the monk) but the point is that many experienced players lose sight of how capable first level characters actually are. They are in fact pretty tough compared to normal people, yet players used to higher level play can be very cautious when playing firsties again, to the point where they sometimes play them as more cautious than I think the player would be in real life!

I recently had a situation with a very old-timer player who, when given a first-level ranger to play hardly ventured out of town and explained that he was just playing "the way I think a first level character would be". Yet this first level character was big, strong, in his 20's and far more capable of surviving a one-on-one attack than most real people, even soldiers. The player's pre-concieved notion of first-level characters as little more than helpless babes crippled his ability to play the character.

Back in the days of OD&D this was understandable - there was no such notion as 0-level and when wandering about, for example, the City State of the Invincible Overlord, everyone you met was basically one of the leveled classes and if you were first level then, quite logically, most of these people were better than you.

With AD&D the "background level" was drastically reduced and in the process the heroicness of the player characters massively boosted. Yet it seems to me that most people never noticed. I think mainly because most play is not in towns, cities, and villages. It's in places where the opposition is almost all supernatural in some way or other.

Re-reading Conan I was struck by how much of the time he is facing hordes of normal people in towns with a tougher leader and/or a single supernatural sidekick. I think this is a much better model for low-level adventuring than the normal "dungeon full of kobolds" model. By placing the first-level characters into a setting of normal people, the superiority of the characters is established by simple comparison while the nature of an "urban" setting allows the party to flee, regroup, rest and so forth in a much less artificial way than most low-level dungeon or wilderness scenarios.

There is a learnt helplessness about low-level play that I think is discouraging for players (how many people here have heard the lament "can't we start at 3rd?"?) while simultainiously draining the colour out of the background and the specialness out of being one of the elite 1% that should be fun rather than a chore on the way to higher levels.

And it cuts the other way too. As I mentioned on another thread, a dragon is the nuclear weapon of the AD&D world, from the point of view of normal people. A dragon played BtB will land in a county and OWN it - simply flying overhead will cause all opposition to flee, the breath weapon of an adult green dragon will kill evey living thing in a market square; a red's will do likewise in an even larger area while also setting the town alight. Economic ruin and destruction are the inevitable result of a dragon entering even the most powerful empire's borders. Nothing and no one can stand in the way of these beasts. Except...the heroes!

Yet these monsters are routinely dismissed as "whimpy" or "in need boosting". Because most of the time they are not in any context which shows how fantastic either the dragon or the dragon-slayer are.

So I'd encourage all DMs to take a little more time to ground their games in the reality of the normal people before they start to complain that 11th level characters are "not high level", or that magic items are what separates a character from the mundane, or even take the fighter's multiple attacks against under 1HD creatures away from them. The more you let the players feel that their character's are special then I think the more fun they will have, and the more they enjoy rather than dread playing 1st level characters then the more willing they will be to take risks and act (anti-)heroiclly and everyone will enjoy the results.

Thus endith the sermon.



There's a lot to chew on, here. One thing I've always been struck by is how many folks see that AD&D (for example) has 20 levels built in, and assume that you're therefore actually supposed to get to 20th level in the course of normal gameplay. Where, from a logical standpoint, 9th (i.e., name) level characters are world-changing heroes, superhuman in almost every way. This puts the lower levels in the proper perspective, I think. (There's a reason an 8th-level fighter is a "super hero"!)

Anyway, good stuff.

DYA

Thursday, April 30, 2009

This is how you do it: New York Red Box

Just ran across this site. From what I can gather, it's a wiki for not one but two B/X campaigns being run by a group of NYC gamers (as well as other stuff - so far I can see pages for a White Box campaign and a Traveller campaign). There are articles about things like house rules, rules and procedures cribbed from other editions/games, settings, campaign logs, individual PCs, and pretty much everything else. Lots of good stuff on hexmapping. Some of the articles are "bloggish," with sections cut-and-pasted from various rulebooks and musings as to their possible application in the game. Overall, these folks have really taken the B/X toolkit and made it do whatever the hell they wanted it to do, which is awesome. (There's even a "mission statement" to this effect on the homepage, with a link to Matt Finch's "A Quick Primer for Old School Gaming.") There's a forum, which I haven't reall poked around on yet, but overall I get the impression of a bunch of guys having a blast exploring the old school landscape, and bringing the gospel to the masses. I like.

NEW YORK RED BOX

DYA

Wednesday, April 29, 2009

STEAL FROM THE BEST, OR "WANDERING LAVATORIES"

Poking through the archive of Amityville Mike's frequently-awesome blog, and I dug up a neat little morsel of FUCKING AWESOME. Check it out.

The Wandering Chamber Table

This is SO going in my DM pack. Hell, after I run out to this interview, I may just sit down at home and whip up some plug-and-play random dungeon nodes.*

DYA

EDIT: * I did.