Thursday, June 23, 2011

Medieval Professions by Social Class (or, "Get a Job, Hippie")



This is pretty sweet. A list of medieval professions at arcana.wikidot.com. They're grouped into broad specialties (farmer, artist, etc.) but the actual professions themselves are nicely granular (as the very guild-oriented professional classes tended to be).

This is relevant to my interests, BTW, because I'm attempting to cobble together a rough profession-based "no-system skill system" for D&D (or "insert your pseudo-medieval European fantasy game here"). Basically, just a roll on the social class table from the Unearthed Arcana, and a second roll on a social class sub-table of professions - each one gets a handful of skill names (some of which you might have only a 25% or 50% chance of actually acquiring), and that's it. No numbers, no rules whatsoever, you just have those skills, write'em down. If it comes up in a game, we'll deal with it during the game.

Luckily, I'm the proud owner of Gary Gygax's Living Fantasy, and that book lists an astounding array of medieval professions, and it groups them using the same class hierarchy (lower-lower through upper-upper) that the UA does. (Shocker, huh? :D) so between that, the above link, and a few other online resources, it shouldn't be a huge chore to at least put together fairly comprehensive profession lists. From that point, I can pretty much just fill in the interesting ones as I go along - if "land court bailiff" or whatever isn't represented on the skill list, I'm sure nobody will kick.

We did a very tentative test of this at the game tonight; we know know that the fighter is from an upper-class military background, the thief is the son of a well-to-do merchant, and the elf's parents were wealthy antiquarians. (Which of course means so far nobody knows how a shovel or a mop works, or how to navigate by the sun or the stars, for example.) (Should I run a polo-themed adventure, they're all set, though!)

- DYA

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

Wilderness hexes as dungeon rooms - Putting the "howl" in "howling wasteland"


I have a million good resources to stock wilderness areas. Choosing between them and then deciding how to apply them is the trick. My main source material for this latest campaign has been the monster encounter tables from the B/X rulebooks, and the Judges Guild random ruins tables to give the areas some character. Once you're used to the JG tables, one line can easily provide a launching point for tons of spot detail. But every ruin having a monster ends up being a bit excessive. And you certainly don't want a substantial treasure at each location. Nor do you want every entry to be a deathtrap. Of course you can just use your judgement, but the programmer in my likes to have a methodology to start with (which I then freely ignore to taste).

Then it occurred to me - why not just stock the hex like I was stocking a dungeon?

Using the dungeon room contents table from B/X, 2 of 6 rooms have a monster, 1 in 6 a trap, and 1 in 6 have "special" contents (the remainder standing empty). Rooms with monsters have treasure fully half the time, while trapped and empty areas contain loot less frequently (2 and 1 in 6, respectively). This, for me, is a perfectly acceptable ratio for outdoors areas, and it's scalable to whatever level of detail / population density / ruin frequency you want.

For example, I needed to stock a 10 hex x 10 hex area in a hurry for our last game. I went through every hex in order, rolling d2 ruins results for each one. For each of these ruins, I rolled the standard d6 dungeon contents roll - if monster was indicated, I stocked the lair from the Expert Set tables (note that more than a few of these end up being men or demihumans). If it came up trap, the item/location was described as being potentially harmful to the players (this is a great way to throw in wilderness hazards like rockfalls and quicksand, BTW). "Special" results got "lost world" / weird fantasy-type stuff (gates, lasers, dreamworld crap, etc.), and empty "rooms" just got an unihabited / unguarded ruin or relic.

This process went smoothly enough with a notebook just jotting notes - when I added Tablesmith to the mix, it got a hell of a lot faster. JudgesGuild.com has the Ruins & Relics tables in TS format, which is just beyond fucking awesome. (TS is free to use, but there's a $10 registration to disable the nag - I STRONGLY advise you to check out the program and see if you don't think 10 bucks is actually a steal, and to consider registering.) This is an amazing piece of software for anybody that loves tables. You know you want it.

So, basically I end up with 100 hexes, each with one or two "somethings" in it (on top of the handful of locations already included from the Silver Princess wilderness map). Enough of those are monster lairs that you can get in a fight in maybe every other hex without me adding new creatures to the map, which is about right for the "first stock" by my tastes. As the players wander they'll uncover (and/or slaughter) map contents gradually, but the timed encounters will also _add_ new results to the map - so "restocking" is, I guess, almost automated? We'll see how that works in play, at least.

- 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.

Monday, June 13, 2011

Valley of the Silver Princess (or, "How to See Gulluvia On 50cp a Day")


Running House D&D this Wednesday, or so I'm told. ("House D&D" being "Basic D&D with housemates and associates, including girlfriend-types and not specifically aimed at super grognards the way we usually roll around here".) Last time (the first time), we ran one session of the (banned) orange-cover version of B3 Palace of the Silver Princess (weirdness very much in - see HERE for details (UNLESS YOU'RE PLAYING AND THAT MEANS YOU, YOU SNEAKY ENGLISH K'NIGITS)). They spent most of the session getting there (jumping around city roofs and playing 007 before getting to the green dude with the hook), and then proceeded to make it a hundred feet or so in, blunder into a pit trap, and get their asses more or less handed to them by militaristic kobolds. Barely managing to force a failed morale check, driving the overly-effective dogmen away, the party limped back to the entrance, short a player character.

So now they're in need of warm bodies and an outfitter. (Besides the dead PC from last time, we may have one or two new players.) They're in poor shape for the "wander around until we inevitably run across imprisoned adventurers" thing, so that means travel. I'm loathe to handwave such things - sure, you can say "you get to town X with Y random encounters on the way", but I dig when things evolve a bit more organically. TO THE MAPPING CHAMBER.



I'm basing this on the overland map in (orange-cover) B3, sort-of-mostly shoehorned into the corresponding area from the Mystara map included in the D&D Rules Cyclopedia. Which is not to say I'm giving much if any weight to the Mystara stuff that's gone before - the material from B3 is pretty clearly out of line with what's been published for this area since, and I'm not a huge Mystara scholar anyway - but I figure I have the RC, and the pretty map pages in it, I may as well make use of it for the surrounding areas. Most of what I've done here is actually just North of the extreme Northwest corner of the RC Mystara map - which also means that the Western border of my map is "off the charts", even in the source material. So that's where I can get freaky-crazy - I'm envisioning a vast, weird steppes area populated by barbarians and giant animals (stolen from Judges Guild, natch), with a spice road across it and lots of "on the road" zaniness. With a nice, dangerous reputation to keep folks away from it before I've actually done any of the design work, of course. :D

With that context in mind, I spent some time mapping the locations and routes (roads, paths and rivers) from B3 onto my RC-based hex map. (Using the 5-mile Judges Guild scale for this.) (Yes I know it was supposed to be 15 miles, no I don't care.) Some map distortion crept in getting things to fit where I wanted them, but I managed to more or less preserve the distances between locations, so fuck it. From there, we have a pretty bare map. Time to flesh it out.

Using the "habitation" table from the AD&D DMG (pg. 173), I rolled the "chance of habitation" for every hex in a 15 x 15 hex area. Any weird results (assuming that the main towns were those on the map, and that there weren't a bunch of extra cities, for example) were massaged out (either moved somewhere useful, or ignored). Got a bunch of small thorps & hamlets, a ton of individual settlements / camps, and more than a few ruins. Using the "race of settlement ruler" table from Kellri's GDD#4, we find that there are a lot of displaced dwarven settlements in the area (presumably refugees from the Palace's fall) (used tons of Dwarf Fortress names for these, of course), and a couple of powerful retired adventurers living in the valley as well.

And here's where we're at (with water colored in, figuring not much there is gonna change or need erasing at this point):




With the terrain and main settlements arrived at, I have a pretty good basis to fill in the blanks with lots of results from the Judges Guild ruins & relics table, and then it's hexcrawl time. YEEAAAAAAAAHHHHHH

- DYA


Edit: I figured it'd be illuminating to include the map I based my work off of. So there.

Friday, March 25, 2011

Repurposing Battletech Maps (or, "Re-Re-Inventing The Wheel")



School is very very crazy and gaming is pretty few and far between, lately, so I was psyched to have a chance to break out the Battletech stuff (for the first time in a loooong time) the other day. (Got two weeks off until it's back to Crazy Robots and Polygonland.) Introduced one of the roommates to tabletop BT - he's an old hand at the PC series, so most of it was already familiar. We did a pretty standard "attack/defend" scenario, just 'mechs (no combined arms stuff like tanks or infantry) and strictly 3025 designs (and level 1 rules). Today we'll probably do something similar, and then maybe we'll start working in the non-'mech stuff. I've always been curious how that mode of play goes - all my BT experience has been strictly 'mech-on-'mech.

So I'm reading the Mechwarrior book (the RPG chocolate to BT's boardgame/mini hybrid peanut butter), and there's discussion of running man-to-man combat using the standard Battletech maps (with a 5 meter to a hex scale). This looked lke fun, but it also occurs to me - why not use Battletech maps for other games where outdoor combat comes up a lot? I've never been a huge fan of wilderness layouts drawn on battlemats - visually it just doesn't work for me the way it does with dungeons - but I already own a big pile of hexed-out terrain sheets, with beautiful art no less. Next time I have occasion, I'm gonna whip out a few BT mapsheets and see how it flies. (The big decision: What scale to use (the hexes are a little bigger than the 1" I'm used to on my mat), and whether to bother restricting figures to the hexes, or to just use a ruler (a la traditional mini wargaming).

Of course this repurposing thing is nothing new - our learned and crusty readers will already be aware that Avalon Hill's Outdoor Survival map was the original wilderness map for Gary's home game. Has a nicely circular feel, this.

It occurs to me as well that AD&D inherited OD&D's outdoor scale of 1" to 10 YARDS (as opposed to feet, as it is in indoor settings like the dungeon), and off the top of my head I can't remember whether Classic D&D followed suit. (The next chance I'll likely get to use this is our still-fledgling house Red Box game - the guys (and gal) came out of the Palace of the Silver Princess with one less adventurer than they went in with, and are considering making the trek down out of the mountains into the valley below, in search of able sword-arms and a decent outfitter.)

This would be a great fit for Traveller, as well, especially if I ditch Trav's assumed scale - the old Snapshot ship maps are beeeeyootiful, but who the hell wants to track down 15mm sci-fi minis when most everything else I play is 28mm and up?

- DYA

Friday, December 3, 2010

Victory for Clan Stormworks (or, "We Win at D&D, Part I")



Wednesday night was the latest session of my boy Brandon's Dwarf Fortress-inspired AD&D campaign. Holy crap, that was some brutal-ass D&D.

When we left things the last time, the Stormworks boys had made a frontal assault on the fire giants' fortress - a structure that, in Jewel City's heyday, served as an arena/ampitheatre for the dwarf residents, sort of an inverted ziggurat - and killed their king, but were swiftly pinned down by the remaining giants. Holding a door against the giants themselves would've been simple enough (+4AC vs. giants is a big freakin' deal in AD&D, and most of our guys are well into negative ACs as it is), but their hellhound pets were roasting us alive the whole time we fought (their fiery breath being no problem for the giants we were fighting, of course).

This time, after debating the merits of the earthquake scroll I'd been carrying around (i.e., "do we want to give Brandon a reason to collapse the whole dungeon on us"), we decided to punch out and make a break for it, essentially just hopping over the arena wall (with a rope of climbing assist) and making a break for safety. That got us out of the giant fire and into the giant frying pan, so to speak, as we just ended up holed up somewhere else, in basically the same position as before but with the added complication that we were down a flight of stairs, which enabled the giants to just roll balls of burning debris down at us until we were smoked out. Lost about half the henchmen breaking our way out of there, and it was only thanks to a lucky morale failure on the part of our pursuers that we made it out of that spot - unfortunately, they subdued one of our number (Vindalf, the youngest of our 3 dwarf monster slayers - AKA the "Dwarven Hanson Brothers") and made off with him in their flight.

This threw a nice wrench in our plans, since normally we'd just retreat and heal up - and, at this point, we'd amassed enough combat xp and treasure that we were all due for level training, and would've just come back and stomped the remaining giants flat - but with Vindalf captured, all we had time for was a quick 4-hour nap (only netting our 3 clerics access to their 1st and 2nd level spells) and back at it. This time we had a diversion planned, though: My cleric Begli (with his trusty dwarven thrower) on the shoulders of Rekk (one of the fighters, proud owner of a set of slippers of speed), circling the fortress in one direction (at a high rate of both speed and fire-giant-testicle-smashing-themed taunting), throwing hammerstrikes at the walls and dodging thrown stones, whilst the remaining party snuck up (ahem, "snuck up" as much as plate-armored dwarven infantry can) to the opposite side, and took down the wall with a well-placed and -activated feather token (tree).

Attempting to enact a hasty flank maneuver pretty much just got us surrounded by giants this time, but with all of us scanning character sheets for the random potions we'd been carting around - this being the kind of "death or glory moment" when drinking unidentified potions seems like a good idea - we were all buffed to the gills and fighting mad for our lost brother. Matty's fighter Fjallar lucked out when the random "meaty bloody potion" he'd been carrying around for months turned out to be a growth potion, and we ended up with a 24 foot battlerager on our side - evened things out nicely. Getting all stuck in, we avoided the brunt of the giants' rock-throwing, and ater taking out an even dozen of the males, the tribe broke once and for all - the few survivors took off after the women and children, and we stopped to lick our wounds and wonder what the HELL they'd done with Vindalf.

SO ENDS PART 1 - MORE TO COME NEXT EPISODE

- DYA