Thursday, April 25, 2024

When to Hang Up the Hat

One of the best play-by-post DMs I've played under, old school forum-goers will know him as "Jeffery St. Clair" (DMJSC), announced yesterday that he's got to shut down his games. He's been running his AD&D game over 17 years now, and I've been playing in it for exactly 13 years (my request to join was April 26, 2011, and today is April 25th, 2024). 

He's also shutting down a much shorter lived Mazes & Minotaurs game that I was in, that never quite found its footing. He also, over the years, ran a great Star Frontiers game until we ran out of his prepared adventures, and for a short time he ran a high level AD&D game. 

His main game, called Mines of Nemrac, was actually two campaigns, as he ran an Oriental Adventures game on the other side of his campaign world (there were connections/portals between the two game zones, but they were rare to stumble upon). This is the one I was in for 13 years, and I had four characters in it, two in each zone. 

Wehostan, Son of Bardolph (Halfling Fighter 4/Thief 6) was my main and longest running PC. He had some great adventures over the years and got to do many of the things players dream of when playing D&D. He helped slay a dragon, battled an evil wizard while his party was paralyzed, got the snot knocked out of him by an ogre-sized bullywug, and lots of other fun stuff. 

Gwire (Human Cleric 7) was my attempt to run a cleric not as a holy crusader but as a Van Helsing/Solomon Kane/Simon Belmont type monster hunter (which was the original impetus of the class in Arneson's campaign), and he also had a lot of great adventures over the years. Starting out penniless, his first two forays earned him no treasure, but in the end, he was slaying demons and whatnot. He amassed a huge pile of treasure and magic items. 

Chie Enokido (Human Kensei 5) was my main character in Pingbo Lake. She was the daughter of a disgraced landholding family, and specialized in naginata. She was racking up fame and honor in the campaign, and was trying to avenge her honor on an ogre-mage (or full oni?) who pretended to be a kensei but wasn't. She was very upset about that. 

Five Dragons Xiong (Human Sohei) was a fairly new addition, still first level. He managed to help his party overcome some bandits, and that was his career. 

I'm actually sad that I won't be able to continue the careers of these characters. Well, not so much Xiong, who I was just starting to get a feel for. But the other three were well developed and fun to play. And sure, I could maybe take these characters to another campaign if there's an opening, or remake then in a new campaign some day, but it won't be the same. A lot of the fun of the characters were the way they interacted with their parties. Especially for Wehostan, as his group, known as Gang Green after the green dragon they slew, were just the most rowdy, scruffy-looking scoundrels you could ever find, and a blast to game with. Especially in the OOC, when certain other players would get seemingly very offended that we were pretending to run a protection racket for new players in the game. 

Nemrac players, if any of you read this blog, feel free to memorialize your PCs in the comments!

And to get back to DMJSC, he's had some family issues, and some health problems recently, but he says he's actually in a good place these days. In fact, he's just too busy to keep the game up. And I don't blame him. Nemrac has 75 PCs (yes, 4 of those are mine, and other players also run multiple PCs, but not all!). I'm not sure how many players, exactly, there are. It's a lot to manage. It's impressive that he kept it going for so long and managed to grow the game as large as he did. Most of my attempts at PbP have ended abruptly in failure. [Fingers crossed, my current Gamma World game will keep going.]

To thanks to Jeffery St. Clair/DMJSC, for all the years of gaming. And to all the players in the game as well!

Monday, April 22, 2024

Movie Review: Rebel Moon (Part 2)

Yeah, I said I probably wasn't going to watch this after watching Part 1, but I did. So how was it? 

First of all, there was a bit of swearing, but not much. PG-13 level. 1 f-bomb, a few other swears. Not a lot. So parents searching for "curse" words, you've been warned, but it's not bad. 

This was more of the same. 

There were some cool visuals and action sequences, but not as many as in Part 1. 

There were ham-fisted attempts at characterization. Sorry, this is a bit spoilery, but it's at the beginning so I'm not spoiling much. They literally go around the table with each "hero" telling their sad tragic backstory with flashback. And no, they don't actually make me feel more invested in each hero. Except Kora, the main character. She had an additional flashback during a love scene (didn't they do that in part 1 as well? I think so...). During the group therapy session, she clams up. 

King Kong had better character development in Godzilla x Kong (which I saw just before leaving for the USA, and enjoyed, I should write about it). 

The villains are cartoonishly bad. They should be menacing, but they're just kind of pathetic. Why isn't the Resistance mopping them up across the galaxy?

So many plot holes. 

So many predictable developments. I was literally thinking, "Oh, this should happen next" and it does, quite a few times. 

They took the basic framework of 7 Samurai, but other adaptations ranging from The Magnificent Seven to Battle Beyond the Stars have made you at least feel invested in the seven heroes. I don't need to know what it was that Robert Vaughn's character did to feel an attachment to a guy trying to redeem himself. I just need to know that he did some shit and now this is his last chance to make up for it. 

Part 1 at least had some interesting visuals and action scenes to just sit back and enjoy the eye candy. Part 2 felt pretty flat, although the conclusion was done in a way that makes you feel the triumph of their victory (yeah, spoiler, but you knew they were gonna win)...until something happens that seems like it should be a reversal...and then predictable deus ex machina saves the day after all. 

And of course, there's set-up for a sequel. 

I really wouldn't waste your time on this. I had two hours to kill Saturday morning, but even if you are in a similar position, find something else to watch. It's disappointing.

Friday, April 19, 2024

OD&D As a DM Instruction Manual

I've never really read through the OD&D books thoroughly. I only have them in PDF, and I've mostly just looked at sections here or there as a reference. I've referenced Men & Magic and Monsters & Treasure a lot more than I have The Underworld & Wilderness Adventures. So today, I went through that fabled 3rd volume and took some notes on what it covers, and how. This is in regard to my previous post, suggesting that I take a look at how well each edition acts as an instructional guide for new DMs. 

Organization

Dungeon Design -- notes on how to create your megadungeon, including lots of examples of ways to screw over players and make it a true labyrinth. 

Distributing Monsters & Treasure -- fairly similar to later editions, with notes on how to restock/expand/modify your megadungeon to keep things fresh.

Movement -- The exploration rules: movement and resting, finding secret doors, dealing with regular doors, traps, listening, and vision/light. 

Underworld Monsters -- rules for encounters: distance, surprise, wandering monsters, avoiding encounters (most monsters usually attack, but reaction rolls for intelligent ones).

Example of Dungeon Play

Wilderness -- the map needs castles, ruins, the Dungeon, a home town. Town adventures briefly mentioned.

Outdoor Survival -- explanation of how to use that map for unplanned/impromptu wilderness adventures, Castle Encounters explained in much more detail than in BX/BECMI/RC.

Referee's Map -- explanation that you can make your own map (but no advice on how), which can be useful for domain game play, and rules for hex-crawling and filling in a blank player map while exploring.

Movement -- all movement rates by hex (later listed as assumed 5 miles vertex to vertex!) per day, terrain penalties from Outdoor Survival. 

Wilderness Monsters -- rules for encounter distance, surprise, getting lost (a bit out of place), wandering monsters. Name level NPC wandering monsters are given more detail than in BX/BECMI. 

Evasion -- pretty similar to what's in BX/BECMI

Castle Construction -- not so different from BX/BECMI, but there is a note suggesting adventures defending a stronghold from incursions by monsters/enemies. 

Specialist NPCs -- what you'd expect, types, job descriptions, prices

Rumors, Information, Legends -- suggestions for developing rumors, and rules for players paying to find more information

PC Upkeep -- 1% of XP (per month I assume) needs to be spent on daily living. 

Baronies -- No more upkeep, now you get income. It suggests 2-8 villages within 20 mile radius of stronghold. There are notes on making improvements that may bring in more income/population, but no rules on how to manage that. 

Angry Villagers Rule -- because torches and pitchforks are fun!

Other Worlds -- go crazy with the campaign world

Land Combat -- AKA mass combat, use Chainmail

Aerial Combat -- use counters/minis on map, modified Chainmail rules, pretty extensive!

Naval Combat -- while this also has Chainmail suggested for man-to-man action, the ship combat rules in BX/BECMI derived from this, but this is more extensive. Includes swimming/drowning rules, water monsters, etc.

Healing Wounds -- natural healing at 1 hp per day, but not on the 1st day of rest!

Time -- keeping time for the campaign: assume 1 week per dungeon delve (including prep/recovery time), 1 day per turn wilderness exploring, 1 week real time is 1 week game time for 'downtime activities' or inactive PCs. 

Instructional Value: 

While I did learn a few things, and get some ideas for incorporating a bit more complexity to TS&R by reading through this (something I should have done years ago!), I don't know how well this booklet does at explaining how to run a game. It does give plenty of details for preparing the dungeon (less so for preparing the wilderness or town/city adventures, and even less for high level domain play). It explains some systems in detail, others are just glossed over or hinted as possible. 

There isn't much philosophy or explanation of the Why of game play, just a focus on the How. There is also zero guidance on actually putting together a group to play, dealing with problem players, etc. Maybe Gygax assumed experienced wargamers didn't need this sort of advice. 

My take is that if I had been given this box set as a kid, with the preparation to game I'd gotten from things like Choose Your Own Adventure books and things like the D&D cartoon, I could have made some decent dungeon adventures. But without Chainmail and Outdoor Survival, much of the rest would have been fairly useless to me. 

Still, it's not as obtuse as many people claim it to be. Most of the rules confusion I think comes from various vagaries in Men & Magic, or incomplete notes in Monsters & Treasure that again assume you have Chainmail. I found The Underworld & Wilderness Adventures to cover most of what's needed, if explanation is a bit short in many areas, and the organization is pretty good overall. 

I can definitely see why TSR thought that the various Classic D&D box sets and AD&D were needed to help explain the game better, though. The rules as written assume experienced wargamers, not newbies. As such, it's a decent rule reference but not a great instructional text.

Saturday, April 13, 2024

Game Mastering: Theory and Practice

I am back from my trip to the U.S. My son is really happy to be attending an American high school rather than a Korean one. I had a good visit with my parents and got to meet some old family friends, and just get a little refresher of Midwest life. But I'm happy to be back in Korea. And without further ado, on to gaming discussion. 

Recently, discussion on BX Blackrazor and The Tao of D&D has focused on how to teach someone to be a good Dungeon Master. I've been to busy with non-gaming stuff to get in on the conversation, but I'm definitely interested, since I'm nearing completion of the first draft of my TS&R GM book. 

Before I left for the states, I was thinking that it might be a good idea to do a comparison of several different editions/games, including what I'm doing with my TS&R book. I had started to look through the advice in the 5E book, and in my opinion, it may be fine for experienced DMs moving to 5E from another edition or other RPG, but for a novice, it's got the organization of the information all wrong. It starts off with all of these big picture campaign setting discussions, like what sorts of deities exist in the world. Definitely NOT where a new DM should begin. 

The writers obviously expect that the "game play mechanics" should be obvious from the PHB, so all the DM needs to do is create a campaign world. But even then, I wouldn't start with that sort of stuff. I think it's better to teach the new DM about how to run the game, why certain things are done the way they are, and how to manage the group. 

Back in grad school, one of my professors titled every single class she taught as [Insert Course Content Here]: Theory into Practice. While I found it amusing at the time, it's not a bad strategy for teaching. Start by explaining the basic theory of how the game (ideally) works and why certain mechanics are the way they are. Then move on to the concrete details of how to craft interesting encounters, dungeons, game worlds, multiverses, etc. and solid advice about how to run the table and manage the game group. After that, if necessary, deeper theory could be discussed. 

If I have some free time, I'll maybe take a closer look at how different DMGs are organized and the information presented, from the lens of an instructional manual for the game. I expect Mentzer and 2E AD&D likely are better at this than others, but that's just my gut instinct.

Thursday, March 28, 2024

Problems, Annoyances, and Misconceptions

I watched this YouTube video titled "5 Things in D&D that Make No Sense" [Of course referring to 5E specifically], and I found it interesting that she found these specific things to be annoying: 

1. Falling damage in 5E caps at 20d6 (200' fall). She rightly points out that most mid-level 5E PCs will survive that. 

Of course, they are also going to survive around six or seven sword stabs or axe slashes at that level, and be fully healed after a good night's rest. So I don't know why this particular break from real world physics bothers her so much. I do wonder if the 20 dice cap is related to the 20 dice cap for high level magic users in BECMI/RC D&D? It is a fairly arbitrary number to place the cap upon. 

2. Shields. 5E treats all shields the same. Buckler or kite, round or tower, they all give a +2 bonus. 

Growing up playing BECMI, this was just a given (although only a -1 bonus to AC), and the reasoning was addressed in the rulebook. Smaller, lighter shields are easier to maneuver into place to block an attack, while large shields provide more cover. Again, it's an artificial simplification that aids gameplay, even if that leads to a loss of realism. 

And you could always go the AD&D route, where all shields give that -1 bonus, but only to specific attacks from specific directions, or a specific number of attacks in the round. 

3. Religion in D&D. Pantheistic religions don't work the way they do in D&D, where everyone is devoted to a singular deity within the pantheon. Also, how can there be atheists in a word where the gods actually sometimes walk the Earth?

Again, starting playing with BECMI, and even in AD&D, this isn't really a thing. Maybe it started to develop in the 2E days, but it wasn't until 3E hit the shelves that I noticed this about how gods/religions work in D&D. And yes, it is odd, and shows the likely monotheistic cultural bias of the setting designers. But this isn't really something that's hard-coded into the rules, really. It's more of how things are presented, and how many players role-play the situations. So long answer short: don't like it, change it for your table.

4. The Find Traps spell. This is the one that really made me want to write a post about this video. Apparently, in 5E, this spell doesn't actually find the traps for you, it just lets you know that there are traps in the area that you can roll skill checks to locate. 

OK, that is pretty lame. 

But once more, coming from an older edition background (particularly editions where the find traps spell actually DOES find the traps for you), this is one of my big beefs with 5E magic. Everyone thinks that 5E magic is much more powerful than old school spellcasting classes because of at-will cantrips, more spells per day (at low levels anyway), and all the special abilities involved. 

BUT... So many 5E spells are completely nerfed compared to how they worked in older editions. I can see why this spell in particular bugged the YouTuber, because it doesn't do what the name says it does, and it's fairly useless to cast this version of the spell. 

So why is it named this? Continuity of spell names across editions of the game. As mentioned, the spell used to do exactly what the name promises. It's not a problem with the spell name, it's a problem with lazy game designers who think that they need to reword the spells in every edition to take away their usefulness, and in particular with 5E, to make everything into something that requires a d20 roll against some arbitrary difficulty number. 

It's interesting to me that the YouTuber is mystified by this. And she probably doesn't even realize just how crappy so many 5E spells actually are. Anything that used to be an encounter winner spell in older editions has been depowered so that players won't get The Feels when NPCs or monsters use it against them. Or there are so many caveats on the use of the spell that interesting utility functions that creative players thought up over the years are now explicitly prohibited by the spell text. The only spells worth taking are just the boring "deal more damage" spells. Yawn. 

5. Advantage and Disadvantage. Her problem is not with the mechanic itself (which is handy), but with how different situations that grant advantage and disadvantage always just cancel out to zero. You could be trying to make a ranged attack while prone, tied up, blind, in a wind storm, and cursed (all giving disadvantage), but your buddy using the Help action grants advantage, so all those negatives are cancelled. Roll normally. 

Yeah, that is dumb. But if a DM really wanted to total up all the positive and negative factors in a situation, and make a rule that, say, 2 more advantage factors than disadvantage factors grants net advantage (and the reverse), who's stopping her? I don't think WotC can send Pinkertons to her door for that. Not yet, anyway. 

It's not something I need to worry about anymore, so whatever on this last one. 

_________________

Next week, I'm flying back to the U.S. with Flynn, so unless I get the itch to blog over the coming weekend, I probably won't have any content up here for a couple of weeks. As Arnold says, though, "Ahl be bahk."

Monday, March 18, 2024

Emergent Characters vs. Bespoke Characters

When people create an RPG character these days, I'd say it's most common for folks to come up with their character concept first, then roll dice & arrange, or assign a standard array, or do point buy to try and 'build' that character. But back in the day, we mostly rolled ability scores first, then figured out what sort of character this one would be. Both have their place, and this post will discuss the merits of both methods.

Last Friday, when I logged on to Discord for our CoC "session 0" (third round), I had a bit of interesting discussion with Richard (the Keeper). Although he's decided CoC is his game that he wants to stick with for most of his gaming, he was reading up on Original D&D, and was curious about some of the methods and the rationale behind the methods in those rules. We will, schedule permitting, get together and just chat about that hopefully some day soon. 

One of the things we did talk about last Friday was relevant to the task at hand. We were generating characters. Richard prefers rolling dice to see what you get, and then crafting a character based on those rolls. I'm partial to that method myself, so we all did that. In the first adventure Richard ran, he just had us use standard array since that speeds up the process and we players were mostly new to the system. My previous Cthulhu experience was under the 3E d20 rules (which didn't really fit the bill). When that adventure was complete, one of the players, Brady, took a turn as Keeper, so we had to make new PCs. Some of the players used the standard array, but Richard and I rolled the dice. This time, Richard is back as Keeper, and everyone tried die rolling. 

Even though we rolled randomly for our abilities, the other three players all had ideas for their character that they modified slightly to the rolls they received. Mostly, though, since CoC is so heavily skill based, the background chosen was more important to their character concept than what abilities they rolled. 

My case was different. I rolled without any real preconception of what the character would be. I had briefly considered trying to remake my old d20 CoC character, a young seminarian convinced that all the eldritch horror was the work of The Devil, but had changed my mind on that before I started rolling. I looked at my scores (pretty poor ones for the most part), and decided that this would be a desk-jockey type analyst for the FBI-like government agency we would be working for on this adventure. He's the stereotypical nerd. Very poor physical stats and appearance (and luck, and power). Lots of 35s. But Education is very good (75 from the roll, bumped up to 84 by lucky die rolls for being in my early 30s), and Dexterity and Intelligence are both around 50. So a weakling, but full of useful skills. I think he'll be fun to play. 

And so, Richard and I spent part of the session discussing the merits of rolling first then crafting the character's class/role and description/personality around those rolls. I'm calling this an Emergent Character. This works best when rolling in order, of course. Any sort of adjustment, including the OD&D through RC version of trading for Prime Requisite, or the BECMI suggestion to swap the highest die roll for the desired PR, move the process closer to the Bespoke Character, where the player comes up with the concept first, then tries to fit the concept around the game rules. 

Honestly, as a veteran gamer, I understand well the allure of the Bespoke PC. Players with experience know what they like, or know what might be a fun new novel challenge for them, and like to come up with concepts first. I often do that myself. Especially in systems where there are point buy abilities, or even point buy skills, this makes sense. If you have to select all of your skills/abilities from a big old list of possibilities (like in WEG d6, GURPS or Palladium games), it speeds things up immensely to have an idea of what you want to play. Yeah, Palladium is technically a class & level system, but with so many sourcebooks and so many skills on top of the copious number of classes to choose from (some with just very minor differences...looking at you, Ninjas & Superspies), it might as well be a carte blanche skill purchase system. 

Class & Level games obviously lend themselves better to a roll-first Emergent Character creation process. And the funny thing is, this method is both better for beginner players who don't really know much about the system, and for experienced veterans who are in for a challenge. The Emergent PC needs to be created on the spot, to reflect the rolls. This makes it easy for a new player. You have them roll, then you can advise them on the best class options for that set of rolls. Granted, sometimes the rolls might be best for a difficult class to play as a newbie, but often jumping into the fire feet first can be a good initiation to the game. And as I mentioned, for the jaded veteran who's tried it all, being able to roll randomly and THEN figure out who this weirdo adventurer is can be both fun and challenging. 

Quite often, when I try to join a new game on RPOL.net, the GM wants players to submit their character concept in advance. This can be hard for me, as I don't always have a concept...or rather, I probably have many potential concepts that I'd like to play. For example, I've been hoping to join a d6 Star Wars game. But if I'm accepted, I'm not sure if I'd like to play a "wandering space cowboy" or a "Jawa scavenger" or a "Guardian of the Whills" type character. All three sound fun to me. Of course, in d6 Star Wars, you don't roll for stats so I could pick any of these that I like. So it makes sense for the GM to vett players by their concept(s) before they're added to the game. Bespoke is the way to go.

In a D&D game, though, most DMs still require potential players to pitch their character before they're allowed to roll the dice. There are a few DMs I play under who will allow a change if the die rolls don't go the way you wanted, but mostly they want you to stick with your concept, even if the rolls don't really allow for that (of course, many want players to use a standard array, or point buy, so you can get your Bespoke PC). Sometimes, the dice fail to cooperate. I pitched an idea for a human paladin Champion of Kord, a consummate athlete turned adventurer. Then the my highest die roll for ability scores was a 14. My other scores were 12, 11, 9, 9, 9. Since this is 5E, I used variant human, and got the 11 up to a 12 and one of the 9s to a 10 so there wouldn't be a penalty, and snagged a feat. So my "amazing athlete" character had a middling Strength (14), just slightly above average Constitution (12), and an average Dexterity (10, because the other 12 went to Charisma), and below average Int and Wis. Not at all the character I'd pitched. 

So I had to rework the idea into a young up-and-coming teen devoted to Kord, hoping to become that amazing athlete some day, rather than having that as the backstory to his adventuring. Honestly, I can't imagine the character giving up adventuring for sports, but that was what the rolls gave me. 

While there is that down-side to Emergent PC creation, Bespoke PCs of course tend to fall prey to either the cookie-cutter effect, or the twinked-out CharOpBoards effect. System mastery tends to suggest certain builds for certain types of characters, and if you have full control (or nearly so) of the character's mechanics, it's easy to just go for the basic builds, and every PC trying to fill a certain niche will look pretty similar to the others in the same niche. And at the extreme end, you get the players trying to find the exploits in the system, designing the "ultimate" PC for whatever purpose, or the game breaking Pun-Pun the Kobold build. 

Both Emergent and Bespoke PCs have their merits and their drawbacks. I tend to prefer the challenge of rolling the dice first and then fitting a character to the rolls. It's annoying to have to come up with all that first, just to have to rework it like my Champion of Kord. But I do also enjoy the dedicated Bespoke PC options in games from time to time. That is also a sort of challenge, trying to create a certain archetype or idea out of the elements allowed for that game.

Getting the Groove Back Over the Weekend

So my last post, I was complaining that I just wasn't feeling it with RPG stuff, and hadn't been for a bit. Part of the reason I wrote that and posted it publicly was to see if it would jump start my motivation to game/work on game stuff. And I think it did. Also, thanks to JB and Dick McGee for sympathizing with me. I think it did what I hoped it would, but not completely. A few things that happened over the weekend got me fired up again. 

My son started Korean high school this month, and hates it. I wasn't surprised. Korean high school is three years of suffering in order to get the highest possible score you can on the Korean version of the SAT test. Lots of stress, lots of late night cramming, lots of competition. So he asked if we could move up or scheduled plan for him to study in the U.S. My parents agreed, so we spent last week making arrangements. At the start of April, he and I will fly to Illinois and I'll get him set up to live with my folks for the next couple of years and finish high school there. Kinda stressful, but kind of exciting, too. 

And I was so busy with those arrangements on Friday that I completely forgot that I was supposed to get on Discord to make a new Call of Cthulhu character with the guys for Richard's new adventure. Luckily, Richard texted me, and after getting Steven ready for bed, and finishing up the translation of Flynn's high school class schedule, I joined up. 

I had no real idea what sort of PC I wanted to make, but everyone else did. I rolled for my abilities instead of using the standard array, and I'm glad I did. I rolled horribly overall, but Education was really good, so while my basic abilities are not good, I've got good skills for my super nerdy 1920s version of an FBI forensics/CIA analyst guy. And discussion with Richard about character generation and OD&D during the session gave me inspiration for my next blog post, about whether to roll and figure out the PC, or figure out the PC then try to build them. 

On Saturday, I finally got to watch Godzilla Minus One, and really liked it. Good film. It makes you actually care about the people in the film, while having some great (if not quite enough) monster smashing Tokyo mayhem. And that's tickling a few ideas that I might also be able to work into some game-able material. And possibly a blog post. 

Oh, and some of you may have heard that NASA put out a D&D (5E-ish) adventure! I downloaded it, read through it briefly, and unfortunately I don't think I'll be using it after all. 

On Sunday, I had my TS&R Jade session coming up, so I got off my ass in the morning and wrote up another location on the map, and have been working on some ideas for another one. I want to do a fairly Jacquaysed map, with lots of verticality and multiple pathways for this second location, so that may take a bit of time to do. But I'm hyped by the possibilities of that map and location. The location I did add is fairly simple, a barbarian encampment that could be attacked (type A treasure, after all!) or could become a resource since they specialize in animal training. If the party makes good relations with them, they could buy trained animals from them, or capture animals to take to them for training. 

And then the session was Flynn's final session before he heads to the U.S. We've got other things planned for the next two Sundays, so no more D&D. Going into the session, he was thinking of trying to go out with a bang, and get his PC killed in a fun and memorable way. But then in the game, he changed his mind and did his best to keep his PC and henchman alive, so that he can keep playing them whenever he comes back to visit. And after the session, we discussed some of the ways he could use the down time to improve his character (martial arts training, spell research, etc.) which we can do via emails or whatever while he's away. 

So, yeah, I've got my gaming groove back. I'm looking forward to getting some content up here on the blog, as well as working on the campaign and my TS&R GM book this week.


Thursday, March 14, 2024

Low Motivation

For the past two weeks or so, I've been struggling to get motivated. I keep telling myself I should work on developing my TS&R campaign world, or get ready for the next Star Wars adventure, or keep plugging away at my TS&R GM Guidebook, or work on the idea for the Gauntlet arcade game inspired tabletop skirmish game idea, or playtest my modifications to the BECMI War Machine mass combat rules for TS&R a bit more, or something. 

I'm running my campaign. We had a good session on Sunday. But other than that, I'm not doing much gaming related stuff. 

It's just a lot easier to sit down, when I've got some free time, to watch some political bullshit commentary on YouTube, or continue my watch through of Star Trek Enterprise (finished that the other day), or some other way to just waste my time. 

The new semester has started, and I'm getting into the groove of the different classes and schedule this semester. Students are mostly people I've taught before, so that's always nice. 

I did pick up a copy of the 5E DMG, finally. My friend Lisa is leaving Busan for Belgium, and had to sell off a lot of her board games and RPG books because it would be too expensive to ship them. So I got her DMG. I'm not gonna run 5E, but I did want to have it for reference/comparison purposes. I haven't really looked through it yet, though. For that matter, I've barely looked at the 4E books that I got from Pat when he left Busan last year. And I promised Joe Block that I'd read through his Swords of Wuxia book and post my ideas here. Maybe that's what I should do to get back into the mood. Do a bit of RPG reading, and post my ideas and reactions here. 

Sorry for the mopey navel-gazing post, everyone. I'll try to get some new, interesting, gaming related content up here soon.

Wednesday, March 6, 2024

Full Circle

I was reading the new post on Raven Crowking's Nest, and saw that he had stats for a monster from a poster of a Minneapolis ska band that my cousin had introduced me to. I thought, that's funny, I know I've posted that poster on my blog way back when. Is Raven also into ska? 

Turns out, he was reblogging the comment he'd made on my old post about the poster

Anyway, if you need stats for a cyclops Deep One boxer, check it out (either link). 


Tuesday, March 5, 2024

Movie Capsule Review: Dune Part 2 with bonus Lynch 84 Dune notes

Last Thursday, I showed the boys the 1984 David Lynch Dune movie. I hadn't seen it since I was pretty young (late teens or early 20s?). I'd forgotten or hadn't realized back then that it was acted and directed much like as if it were a stage production. Sparse sets, heavily enunciated, etc. And of course, watching it now, the personal shields make the characters look like Minecraft or Roblox characters. 

Still, I enjoyed it. It is suitably weird, and while many of the effects do look dated, I think the sandworms hold up after all these years. Plus, you've got to love Patrick Stewart as Gurney. But this film's version of Duncan Idaho really gets treated poorly. If you hadn't read the books you'd wonder why we should even care about his death. 

Oh, then on Saturday, Flynn and I went to see the new Villeneuve Dune Part 2. 

I liked it, and so did he. It has good production values, and it's pretty well acted. In particular, Christopher Walken is restrained as Emperor Shaddam IV, which is good. Maybe it's his age, maybe it's the directing, but wacko Walken of yesteryear would not have worked for this. 

The film follows the book more closely than the 84 film, but then being split into two parts allows for that. And it has been quite a while since I've read the book, so some of my memories of it could be off, but in this film, Paul is very reluctant to 'go south' and lead the Fremen for a good part of the movie, which I don't remember it being such a big character point in the book. Maybe it's time to read it again, though, I may be misremembering. Other than that, I enjoyed it. 

Is it my favorite sci-fi movie of all time? No, but it was definitely worth the wait from part 1. And having just recently (finally) read Dune Messiah, I'm looking forward to the Part 3 coming in a few years.


Tuesday, February 27, 2024

Combat As War

 On Sunday, I was running my TS&R game, and the party was exploring more of the mini-mega-dungeon. They were basically looking at their map, and trying to fill in gaps on the 1st level. 

The party consists of: 

Koles' Human Wu Jen 4 and henchman Holes' Human Wu Jen 1 (my son Flynn's characters)

Citizen Snips Human Blade Mage 4 and henchman Niko Human Fighter 1 (my son Steven's characters)

Fei Mao Crane Hengeyokai Kensei 4 and henchman Snakebite Human Mudang 2 (Denis' characters)

10 Bad Habits Koropokuru Yakuza 4 and henchman Savage Poko Raccoon Dog Hengeyokai Fighter 1 (Justin's characters)

4 Men-at-Arms, wearing leather armor with axes and short bows. 


They returned to the Underground Garden and bought some fruits, vegetables, and flowers from the treants that tend the garden. They made peaceful contact with some tengu and got a tip that it might be possible to get some swordsmanship training at the tengu encampment south-west of town (I need to flesh out that spot on the map now!), fought some astral projecting evil spirits called berbalang and got some treasure, discovered a secret door that led to one of the areas they'd explored in the previous sessions where a black bear was snacking on dead goblin rat and giant rat corpses (they used some purchased fruits and flowers to discourage the bear from following as they retreated), and then they came to the first of several locked doors. 

10 Bad Habits picked the lock, and there was a short corridor with another door. He was unable to pick this one, so they bashed it in after listening and hearing nothing. 

This was a subsection of the level that has been taken over by bandits as their lair. And a random roll showed me that no bandits were in the common area, but that there were 60 bandits plus their leader, a 3rd level Xia (martial artist/monk) in other rooms of the lair. The bandits were in three rooms, 20 per room, and the leader in his quarters.

Bashing the door made noise, but a surprise roll gave the players time to set up their forces. There were four doors into the common area that they could hear unlocking. They arranged their men-at-arms in the center of the room to fire arrows, and each pair of PC and henchman took a different door.  Koles' and Holes' weren't next to a door, but they had spells prepared for the door the others hadn't covered. 

When the bandits opened their doors, Koles' used phantasmal force to make the floor lava, and after 20 saving throws, all but three thought they were being incinerated and fell unconscious to the floor, as the arrows from the men-at-arms eliminated two more bandits in the 'lava' room. 

Holes' turned to use his sleep spell at the southern door where 10 Bad Habits & Poko were waiting, and his sleep spell took out nine more bandits. 10 Bad's backstab missed, unfortunately, as did Poko's attack. 

Meanwhile, Fei Mao used his Sweep ability to attack four times against 1HD opponents, and took out three of the 20 in the room he and Snakebite were at, while Snakebite went defense mode to avoid taking massive damage. 

Finally, at the leader's door, Niko hit the leader with his magari-yari +1 doing some decent damage, and Snips used cause fear to make him run back  into the room and cower. 

With their leader running in fear and half their forces eliminated before they knew what was happening, I rolled morale for the bandits and they failed. They surrendered, and were all tied up. 

One 4th level party took out an encounter with five times their numbers without taking a scratch. And the bandits had a Type A treasure, which was mostly jewelry and art objects, so it was easy to transport back to town with their captives. The treasure from the berbalangs and the bandits was around 34,000gp, so everyone but the Blade Mage leveled up, and Niko the henchman is 1xp shy of 3rd level due to the rule on gaining only one level per adventure. 

And now that they have access to the bandits' secret entrance to the dungeon and that easy to seal off section of the dungeon, the players are thinking to convert that to their dungeon delving base. 

This was much more fun and exciting than if it had been a 5E style "balanced encounter" with just a handful of bandits attacking at a time. Oh, and for anyone wondering how fair it would have been if the party had discovered this area while they were 1st level, the bandits aren't killers. They would have used non-lethal attacks, disarms, overbearing, etc. to try and capture the party and demand ransom from town if that had happened. I don't mind it when PCs die in my game, but I'm not out to kill them. That's just too easy.


Friday, February 23, 2024

TS&R GM Guidebook Progress

In the past week or so, I've made some good progress on my TS&R Game Master Guidebook.

I finished up rules for naval mass combat (modified and simplified from those in the module M1 Immortal Storm), wrote some general guidelines for high level epic quests, and revised the section on artifacts. I still need to write up some more sample artifacts. I had an example of creating an artifact from an earlier draft, so that got a touch-up, and I have a list of legendary items from various myths and legends that I plan to give the 1E AD&D treatment, describing the item and its purpose, but leaving the specific powers and drawbacks to the individual GM. 

Oh, and now I'm working on describing the Planes of Existence. 

Once I get the artifacts and planar stuff done, all I have left to do is outline some optional or alternate rules (like suggestions for different ways to do energy drain attacks, or using X in d6 for Thief Skills instead of percentages, or optional rules for multiclassing, or using BX/BECMI style race-as-class). I do have 1st drafts for some parts of this last section done already, as the ideas come to me. 

Once that's done, I was planning to put in a section with quick reference charts from around the book, but I realized that I already intend to release a simple rules reference book for more experience GMs, so this might not be necessary. It would be roughly the same thing, and since the majority of people will own these as PDFs, it might be easier to have quick reference stuff in one document window and more detailed rules explanations in another. 

Once all that's done, I'll give everything an editing pass, and see if I can get someone else to read through it as well. Sometimes I get to rambling and over-explain things, or make an assumption that some point is obvious and don't explain it well enough. When I'm teaching in class, I can tell from student reactions that this is happening and correct myself. When I'm writing, I don't have that luxury. So a pair of fresh eyes or two will help me to improve and clarify things a bit. 

The book chapters are: 

The Basics: what is an RPG, how do you use these funny dice, what is the reward-feedback loop, player-centered play, etc.

Running the Game: How to manage character creation, how to manage a game session, procedures for dungeon/wilderness/town-social exploration, rules for combat, advice on adjudicating rules.

Preparing the Campaign: How to set up a campaign, create a home town, create dungeons, wilderness, NPCs and factions, and how to bring it all together into a campaign world.

High Level Games: Running domains, mass combat, magical research, epic quests, planar adventures, artifacts. 

Modifying the Game: Advice on limiting races/classes/spells to fit the campaign, optional rules, alternate rules systems. 

If I can keep up the pace over the next week (the final week of winter break for my university), I may be able to knock out the first drafts of the sections I still have to write. Then, if I can find a few people to give me some feedback, I will hopefully get this thing ready to release sometime over the summer or fall of this year, along with the Rules Reference book. And then I can consider compiling everything I've put out for TS&R into a print-on-demand volume, and also work on player and monster books for other genres besides Euro-fantasy and Asian fantasy.


Sunday, February 18, 2024

Was rolling d20+Mod for skill checks the worst "innovation" of D&D in the past 25 years?

After a long, long break, today Steven asked to play d20 Modern. We got the book out, and I decided to quickly roll up a new PC. My Strong Hero/Martial Artist is cool, but the sorts of adventures we're running don't really play into the strong suits of my PC. So, I rolled up a new Dedicated Hero to join Steven's Fast Hero/Gunslinger. 

While playing, we talked a bit about the rules, especially the skill system. He's gotten used to my old school D&D game, where either you don't need to roll because you describe what you do, you roll x on d6, or roll d20 equal to your ability score or less for stuff like this. He's only 9, not the best at math, but even he can see that rolling d20 plus a modifier sucks for skill rolls. 

After the game, I remembered that there was a modern version of d20 Modern that came out recently. I went and looked it up. It's called Everyday Heroes, and it blends what was good about d20 Modern with 5E, according to its press and customer reviews. 

And from what I can tell (I'm not shucking out $30 for a PDF just to answer a question), it still uses d20+Mod for skill rolls. And instead of the ridiculous bonuses you could get for a few trained skills in d20 Modern (with everything else sucking), they went with 5E's bounded accuracy to keep modifiers low. Yeesh. 

I'm down for d20 Modern's take on classes. Basic heroic classes modeled on ability scores, with backgrounds, easy multi-classing, and later Advanced classes to customize your PC. Although it looks like Everyday Heroes may have ditched multi-classing. 

At least the Character sheet is a free download, and from that I can see that they have a much more reasonable, shorter skill list. And from customer reviews, they took the 5E feat style, so there aren't  dozens and dozens of feats that basically just give you small skill boosts, and ridiculously unnecessary feat chains to get your combat abilities halfway decent. 

So it may have some things going for it, but that skill mechanic just sucks. 

If I were to remake the game, I'd probably go with a 2d6 skill mechanic, like I did for Chanbara. Bell curve distributions make skills more reliable, at least if the target numbers for success aren't ridiculous. That flat d20 distribution is great for combat. You want combat to be swingy. That makes it exciting. Having swingy rolls when you're just trying to climb a rope or convince the security guard that you're supposed to be there, when you're the expert climber or fast talker, really sucks.


Wednesday, February 14, 2024

Price Discrepancies

I'm continuing to work on the GM Guide for TS&R. I'm at the Dominion Management section now. I've never really come up against the prices for stronghold construction in the Expert Set/Rules Cyclopedia before, but while putting my version together (including some Asian style architecture and a few other things that I thought should be added), I checked out both the 1E DMG and the 2E Stronghold guide (one of the splatbooks...which I could only find in a fan-edited OCR version, not a scanned original PDF) and there are some big differences! 

The BX/BECMI prices are generally a lot higher for most buildings compared to 1E. 2E goes a bit overboard IMO with a whole formula to calculate the type of terrain, climate, vegetation, available materials and workforce. So instead of a simple price list, there's a (badly formatted in the version of the book I found) table with lots of numbers that seem all over the place. It may be a list of prices for the example castle they present. It doesn't seem very usable to me. Maybe if I had the original version with proper formatting, it would make more sense. 

Anyway, this leaves me with BECMI and 1E for my sources (and I suppose I could look at 3E+...but nah). 

For the construction costs, I stuck to the numbers I know. It's more expensive, but castles and other strongholds should NOT be cheap. 

However...in addition to structure costs, the Companion Set (and RC) have a list of monthly wages for various retainers and officials for your stronghold and the domain at large. Some of these seem very overly priced to me these days, and others are comically underpriced. Really, the Seneschal of the castle, the most important person you can hire, only gets Mercenary pay rates? Assuming it's a human knight (heavy horse), you only need to pay 20gp per month for this official. Meanwhile, the guard captain gets 4000gp per month. Say what? 

1E doesn't actually provide listings for these sorts of officials, from what I've found so far. Maybe it's in a sourcebook I haven't looked at, or a Dragon Magazine article somewhere (I don't have the archive...maybe I should track that down). So I had to just adjust the numbers to something I thought was more fitting. Every official I list is given a price to hire them, and most have had significant reductions from the Companion Set numbers. 

When we were kids, first making our own strongholds, our PCs were already pretty wealthy for their levels (my cousin Ben was a bit of a Monty Haul DM when he ran games), so paying the prices in the book for the various retainers didn't seem so bad. Besides, as we got up into the high teens and low twenties in level, we had copious amounts of treasure even without Ben giving out generous amounts. 

But if, going by the rules, a PC were to start a domain in a Wilderness or Borderland territory, it would take them a long time to build up the funds just from the domain income to hire many of these positions, so the money would have to come from adventuring spoils (as we did as kids). And going by the rates of treasure going to my group these days, by the time they reach Name Level, they will be spending most of their money on the strongholds, not leaving much for staff. So I feel fairly justified in reducing the staff costs. I may want to reconsider the construction costs as well... We'll see.

Saturday, February 10, 2024

Happy Lunar New Year!

It is the Lunar New Year, known as Chinese New Year in many foreign lands such as the USA. And to celebrate, we did what most Korean families do. Get up way too early, go to my mother-in-law's house, honor the departed family members, then eat a bunch of really good food! 

If you'd like to celebrate, why not pick up a copy of Treasures, Serpents, & Ruins Jade Players Rules on DriveThruRPG? It's Pay What You Want, so pick it up for free and if you like it, come back and give me a tip. If you want to add Asian-style classes like Kensei (weapon masters), Wu Jen (Taoist sorcerers) or Xia (wandering martial artists) to your OSR game of choice, they'll fit right in. 

And if you're the DM, you can pick up TS&R Jade Bestiary & Treasury to get lots of Asian inspired monsters and magic items. Also PWYW so grab it for free or give me a little LNY gift if you like.



Monday, February 5, 2024

More Monsters and Wizards!

It's been a few years since I added to my 1/72 scale miniatures collection, despite getting many of them painted up. I actually need to re-paint quite a few of them, as the summer heat, and possibly the clear top coat I used, caused a lot of the paint to melt/blend, and the figures don't look anywhere near as good as they did when I finished painting them. Looking back through old blog posts, I don't think I posted pictures of the finished products, just a work in progress post and this one from two years ago when I finally painted the lizard men

Well, I had a set of Caesar Adventurers which covered a lot of LotR types, plus a few Conan style barbarian types. I had Caesar Elves, Dwarves, and Goblins as well. 

And I had Red Hat Dark Alliance Cimmerians, Amazons, Half-Orcs, regular Orcs...

One problem, and a reason why I still hesitate to switch to 1/72 scale minis instead of standard 28mm minis (not that I'm using minis at all for D&D these days...) is that there just aren't enough spell-caster types. 

I have a few from the Caesar Adventurers and Elves. I had a set of historical Vikings and one of Robin Hood characters (forget who made both of them) that had a few poses that could be a spell-caster. There's one Dark Alliance Cimmerian shaman. Definitely not enough cleric/druid/magic-user types. 

Well, I ordered some more Red Hat/Dark Alliance figures for my birthday. They arrived today. And I'm pleased to say that the Red Hat historical Russian War Monk Artillery make for good spell-caster types! They're all male, but at least I've now got a bunch of robed, bearded little dudes that could be PC or NPC spellcaster types. The tamping rods and fuse-sticks look like magic staves.

I also ordered the Dark Alliance Minotaur and Cyclops sets. I wanted to get their Southern Kingdoms Rangers set (based on Faramir's company in the LotR movies), which obviously are ranger/thief types, but my supplier was out (Michigan Toy Soldier Company -- I always get great customer service from these guys on my international orders!).

Here they are, with a few of the not so nice looking anymore Caesar Adventurers. The cyclopes are nice and big, and the minotaurs look fairly hefty next to them. 

Red Hat figures tend to come with a lot of flash that needs cleaning off, but the cyclops figures are really clean. The minotaurs and war monks not so much.

I compared these guys to a TSR (Dragonstrike board game) figure and a Reaper metal figure. The minotaurs look pretty wimpy next to them, but the cyclops set is still decently big by comparison.


With either scale, I think these will make good additions to the Gauntlet-inspired tactical board game rules I'm working on. 

Time to get these guys off their sprues!



Wednesday, January 31, 2024

Fortune and Glory? Nah, just play some Elfgames.

I had a discussion last night with my older boy about gaming, marketing, and all that. He's got some game ideas (card games, board games, computer games) and was wondering about how successful he might be. 

Interestingly, I'd just finished reading the recent (now pulled) article on how toxic the RPG online community is, and that definitely influenced the direction of our conversation. 

We talked about how easy it is to promote games on DriveThru, how easy it is to run a Kickstarter or other crowdfunding campaign, and so on. 

Want some numbers? Flynn did. In the past six years since I released Chanbara, I've sold just shy of 300 copies, and made $1600 from those sales. I've made less than that from the paper minis and TS&R. 

All told, since 2015 when I uploaded my first printable paper minis file, including pay-what-you-want downloads that didn't pay anything, I've sold 2413 products on DriveThru, and made $2338.11. Not exactly the big bucks. 

But then the bigger names in the TTRPG circles (many of them named in that article for being toxic presences in the community) regularly have crowdfunding campaigns that make tens or hundreds of thousands of dollars. A few have topped the million mark. 

Now, I'm not trying to cast any aspersions on the "big names." And this is not sour grapes. I was just being realistic to my son. Yes, it's possible to make good money by publishing games online, but to do so you really need to work on promotion, really need to get out there and get known, and need other big names to support and promote your work. But the bigger you get, the more of a target you can become. 

So I'm happy to stay a little fish in a small pond. I really do appreciate all of you who read this blog, review and promote my offerings, and everyone who's purchased something I've put out there. But I'm also never going to put in the effort needed to become one of the luminaries of the hobby, because I don't need to. That $2000+ I've made over the past nearly a decade has helped me to buy other gaming goods, and every now and then a birthday or Christmas present. I don't need gaming money to support my family. I'm happy to do this just for the joy of creating stuff, putting it out there, and seeing positive reactions to it. 

That's why TS&R is PWYW and I'll probably never get around to making the second edition of Flying Swordsmen, with actual new art from paid artists rather than public domain and donated art. 

I'm happy with my place in the hobby. 

But hey, if my son can create some board or card games that become a hit, I'll do my best to support him in his efforts. 

And also, if Zak S. is reading this, my apologies. I don't think I jumped on the anti-Zak bandwagon, but I wasn't a big fan of his and took the words of others at face value when I shouldn't have. Looking back at some of my old blog posts, I was pretty much just dismissive of him at the time Mandy was accusing him of some pretty horrible (and not completely believable) stuff. I hope that the word gets out and he gets a chance to make a come-back. 

I never had a negative interaction with him personally, and I should have been more critical of others claiming that they had had negative interactions with him rather than letting those claims color my opinion of him.

Friday, January 26, 2024

Even a man who is pure at heart and says his prayers by night...

 ...may become a grognard when the dice are rolled, and the gaming mood is right.


Oh, wait, that's not the way that rhyme is supposed to go. Anyway, I'm going to do something today that I haven't done in quite a while, but should get back to doing semi-regularly. I've got a newish blog that I want to promote. 

Savage Lair of the Weregrognard

It looks like Weregrognard started the blog last year for the Dungeon23 challenge, and now that that has wrapped up, he's been blogging about his take on old school gaming. So far, I've found his posts on the topic to be interesting and entertaining. 

I haven't read through all of his Dungeon23 posts, but of what he's written since then, I'm the only person who's left a comment. And I think he deserves more feedback on his Lessons from the OSR series. It's good.

Wednesday, January 24, 2024

The 3E Nostalgia is Upon Us

I've been seeing all sorts of blog posts, YouTube videos, and memes re-examining Third Edition D&D, and especially 3.0 as compared to 3.5. Having played some d20 Modern with my son over the past year or so, and having dived into an aborted attempt at a d20 Star Wars game on RPOL (and currently into a Saga Edition Star Wars game on RPOL), I'm not really feeling the 3E nostalgia. Those games have reminded me of just how needlessly cumbersome the skill/feat system is in d20 games, and the limits of a "roll d20" for any task resolution is still with us in 5E today. 

But there seem to be a lot of gamers who started on 3E, or started on 2E but found their jam with 3E who are feeling that nostalgia. It does make sense. It's been almost 24 years since the game was released, 21 since the 3.5 revision. 

I've even had some people tell me that 3E is old school D&D. 

Personally, I think "old school" is more about play style than age, but I may be biased. 

Is it time to lump 3E, and the resulting d20 system boom games, in with the "old school" banner? Make it part of the OSR? Or is it "old school but not OSR"? 

Peanut gallery, sound off in the comments!

Friday, January 19, 2024

The Forgotten Magic Items

I realized I should go back and edit a bit of my dungeon creation advice to new DMs or those trying old school style play from newer school style games in TS&R. I should make it clear that there are a whole bunch of magic items, and a few spells, that exist in old school games but not in newer games. Why were they dropped? Because they're really made for helping to explore dungeons, especially megadungeons. And while Gary and Dave knew that they were useful for that, younger designers seem to have not realized their importance. 

I don't blame these younger game designers. When I was a kid, we all thought these powers were lame. We wanted intelligent swords that could heal or teleport you, or wands that cast fireballs and illusions. We didn't realize just how useful these items are! 

If you haven't already guessed, I'm talking about items like the wands of enemy/metal/trap detection, or intelligent sword powers like the above, mineral detection, shifting wall or sloping passage detection, etc. As kids, these seemed like the lamest things. I don't know why, exactly, we never considered that "mineral" detection meant gems*. We'd make jokes about swords that could help you point out the location of the nearest gypsum or limestone. Of course, there could be times when having some non-gem minerals could be handy, too. But as kids, that just seemed lame to us. 

And a potion of treasure finding? Well, the treasure was down there, you just had to keep looking around! Of course, starting with Mentzer and not 1E AD&D, we didn't often hide the treasure in our dungeons. If you beat the monsters, the treasure was there, waiting, like in a video game. Well, not really, it was there all along, just sitting in piles on the floor or in chests, but not hidden behind loose bricks of the fireplace or under twenty barrels of rotten apples. There were some examples of this sort of hidden treasure in Mentzer's sample dungeon Castle Mistamere, but the advice on dungeon creation in the back of the Basic DM Guide didn't really go into that. 

When treasure is hidden or concealed, powers like detect metal or detect minerals or a potion of treasure finding can help find it. Obviously, the powers to detect secret doors or traps help you get to the treasure. But the DM needs to be taught to hide some of that treasure. 

Another reason that my friends and I scoffed at these powers, I think, was that we didn't make megadungeons often. A lot of our dungeons were fairly small. Mentzer's dungeon creation advice, which I just re-read recently, does talk about making dungeons with many levels, but most of the advice seems to be about what I'm terming scenario dungeons. Frank starts you off with a premise for the dungeon, such as "exploring the unknown" or "rescuing prisoners" which for me got me thinking dungeons were sites for a specific adventure or two, and then done.

And even when we did from time to time make a bigger dungeon with multiple levels or a sprawling layout, they weren't campaign tentpole affairs. A lot of the typical powers of intelligent swords are designed to make megadungeon exploration easier (and save on magic-user and cleric spell slots), and repeat trips to the dungeon can make best use of these abilities, by careful mapping, triangulation, and trial-and-error use. 

So, I'm going to edit my advice for GMs new to old school play and make all this explicit...but not as wordy as this blog post. This is to help me get my ideas sorted out before I edit the GM Guidebook draft. I'll explain the purpose of these powers, and that they're only really useful if the GM designs the dungeon in a way that makes them useful, similar to thief skills. 


*In TS&R, I changed the name of this to "Detect Gems" to make it clear.

Thursday, January 18, 2024

What to Roll and Which System to Use

A couple of recent posts by other bloggers got me thinking. Specifically, we're talking today about rolling ability scores, and the modifiers that you get from those scores depending on the system you use. 

It's probably no surprise that the first post that got me thinking about this was one by Alexis over at Tao of D&D

As a DM, I see AD&D's combat/survival structure relying on characters possessing at least two stats above 14.  There are no benefits for any stat less than 15 with regards to strength, constitution and dexterity, upon which the combat system depends.  And though spell-use can mitigate the need for these somewhat, a good mage or illusionist really needs a +1 dex bonus at minimum (in my experience), while a cleric whose going to wade in and fight needs at least some bonuses in strength or constitution.  A cleric who won't wade in hasn't a good enough spell arsenal, and is therefore useless; which is part of the reason why clerics who tried to style themselves as "healers" and not "holy fighters" ended up crying for more healing potential, as the original list doesn't allow this specialisation effectively.

Thus, adding that extra die to 3d6 increases the chance of rolling above 14 sufficiently to hit that window of "practical" character.  I know that many, many voices refuse to believe there is such a thing; that the game needs to adjust for the character, and not the reverse.  Of course I could run a softer, more gutted game for those players with mediocre stats, but having experienced the lessened potential and drooling dullness of such a game, I'm not sold on the concept.  If the reader wants me to go into that, I will, drop me an email, but for the present I'll assume most people here are aware that having bonuses makes players happy, and I like happy players.

Too, the 3d6 alternative produces too many "culls," my term for the selective slaughter of players whose stats are too obviously likely to get them killed.  The penalties for stats of 7 and less can be tolerated if they appear with rarity ... but when they're scattered among multiple players in a party, sooner or later the randomness of unfudged die rolls takes its toll.  I see no reason to roll up characters en masse for the purpose of creating an inferior stock.  No, I prefer the alternative.  A nice collection of characters whose stats average around 73 or better makes a party more likely to survive, thus producing a sustainable game.

Up front, yes, I'm one of those DMs that Alexis talks about who thinks that high scores aren't absolutely necessary for an effective character. I like it when my players roll well for their characters. I like for them to have competent characters. But I've also played enough average characters in my life to know that while that extra 5% chance to hit or avoid being hit, or the extra hit point or extra point of damage on each attack can matter, it's perfectly feasible to run a character without them. 

And this is slightly off topic, but I find it funny that a commenter on a previous post thought a 5% or 10% XP boost is really meaningless. Granted, we're talking a vastly different scale between a d20 roll to hit and the thousands of XP needed to gain levels, but a percentage is a percentage. 

Anyway, back to the topic of ability scores and how we roll them. Alexis prefers AD&D's ability modifiers which, at least for combat bonuses, don't start giving bonuses until a 15 or 16. But scores of 15 or higher are really rare on a flat 3d6 roll, so he needs to use 4d6-L to give players a decent shot at getting not just one, but two scores with bonuses, and radically reduce the number of scores that get a penalty. 

I have no problem with this. I use 4d6-L in my game these days, after experimenting with a few other options over the past few years. 

But before I go on, I need to introduce the other blogger that spurred this post, Anders H. of the Mythlands blog, who was writing about not just discrete mechanics for different tasks, but discrete bonuses for different ability scores being a feature not a bug of AD&D design: 

AD&D in general however, revels in lack of homogeneity. There's a ton of derived stats from ability scores and they are all different, with different progressions and determining the math behind the curve of progression is not at all transparent. 

I suspect there is none and that Gygax et al used a more powerful tool than mathematical progression - Deciding on modifiers based on gaming impact. And this one of the great virtues of game design that are lost with streamlined mechanics. 

Modern games, I posit, suffer from a tyranny of number harmonies and easy calculation. Everything must be transparent, easy to calculate and preferably limited to a few basic methods the recur throughout the whole gaming engine.

But does the game actually play better when STR gives the same bonus to hit as it does to damage? Or CON an equivalent bonus to hit points? Does it yield the desired results at the actual game table or simply look pleasing in the rulebook and easy to memorise?  Harmonies do not necessarily equal better game play.

I've gone on record before saying that I'm not a fan of the way AD&D does ability score bonuses. They are inconsistent across the different scores, there is way too big of a doughnut of scores with no adjustment up or down, and then there are things like Fighters getting percentile strength bonus on an 18, or only Fighters getting more than +2 hit points for a high Constitution, or the needlessly fiddly % to Know spells Int modifier for Magic-Users or Chance of Spell Failure for Clerics. 

Exactly the things Anders is praising are the things that annoy me about AD&D ability scores. I do agree with him on most of his other points, though. Clerics and Magic-Users don't need identical spellcasting power. Different rates of advancement for different classes is a good thing. Categorical saving throws are cooler and more interesting than just rolling against your ability scores. And any complex calculation that can be boiled down to a simple hard number on a not overly complex character sheet is a good thing. 

And again, let's get back to ability score adjustments and how to roll those abilities. 

Anders makes the case that the diversity of adjustments in AD&D are due to the different roles that those abilities play in the game. Alexis makes the case that a playable character should have at least two scores with a positive adjustment. 

This made me curious to compare the probabilities of rolling 4d6-L for AD&D adjustment bonuses vs. 3d6 flat for BX/BECMI adjustments. The website AnyDice.com gave me the percentage chances to roll X or higher with each rolling method (yeah, I can do the math myself, but this was faster). And this website has an ability score calculator that can show you the probabilities of getting certain scores or higher on sets of six ability scores, which is handy. 

So to recap: 

In order to get a +1 bonus to any score in Classic D&D, you need a 13 or more in that ability. That's a bonus to hit in either ranged or missile combat, a bonus to damage in melee combat, a bonus to AC, or bonus hit points per level.

In order to get a +1 bonus to any combat relevant score in Advanced D&D, you need a 15 or 16 depending on the score and the variable being adjusted. 

To get a -1 (improvement) to AC, or to get +1 hit point per level, you need a 15 to Dex or Con, respectively.

To get a +1 to damage in melee combat or to hit in ranged combat, you need a 16 in Str or Dex, respectively. 

To get a +1 to hit in melee combat, you need a Str 17. 

According to the die rollers, if you roll flat 3d6, to get a score of X or higher on any particular score, your chances are: 

13+ 25.93% [+1 to any variable in Classic, no adjustment to any variable in Advanced]

15+ 9.26% [+1 to any variable in Classic, +1 to HP or -1 AC in Advanced]

16+ 4.63% [+2 to any variable in Classic, +1 melee damage, +2 HP, +1 ranged attack, -2 AC in Advanced]

17+ 1.85% [+2 to any variable in Classic, +1 melee attack, +1 melee damage, +2(3) HP, +2 ranged attack, -3 AC in Advanced]

18 0.46% [+3 to any variable in Classic, +1 melee attack, +2 melee damage, +2(4) HP, +3 ranged attack, -4 AC in Advanced]

So about one in four rolls will get you a bonus rolling 3d6, on average you can expect one or two scores to be above average. 

If we roll 4d6 and drop the lowest, to get a score of X or higher on any particular score, your chances are: 

13+ 48.77% [+1 to any variable in Classic, no adjustment to any variable in Advanced]

15+ 23.15% [+1 to any variable in Classic, +1 to HP or -1 AC in Advanced]

16+ 13.04% [+2 to any variable in Classic, +1 melee damage, +2 HP, +1 ranged attack, -2 AC in Advanced]

17+ 5.79%  [+2 to any variable in Classic, +1 melee attack, +1 melee damage, +2(3) HP, +2 ranged attack, -3 AC in Advanced]

18 1.62% [+3 to any variable in Classic, +1 melee attack, +2 melee damage, +2(4) HP, +3 ranged attack, -4 AC in Advanced]

The 13+ on 3d6 and 15+ on 4d6-L are highlighted because they have more or less equivalent values. You've got about a one in four chance of getting at least that number on any ability score roll in either system. And while AD&D does grant a few bonuses better than 3 IF you're a Fighter and put that 18 in Con instead of Str or any character with 18 Dex, or you're a Fighter type and put that 18 in Str and roll well on the percentile dice, the Classic system is really more generous. 

If it's imperative to have multiple ability scores with bonuses for characters, you're better off going with the Classic D&D style ability score adjustments, even if that takes away from the bespoke nature of what each score represents, or specialized bonuses for certain classes and not others as in AD&D. 

One more thing. Looking at rolling an entire set of ability scores, according to the Ability Score calculator website linked above, rolling 4d6-L six times gives you a 9.34% chance to roll an 18, so about one in 11 characters should have one. If you need at least two scores of 15 or more, you have a 42.16% chance. To get at least one score of 15+ you have a 79.4% chance. So most AD&D characters rolled this way will be minimally viable, with only one in five not meeting Alexis's minimum threshold, but only 2 in 5 meeting his preferred threshold of two scores qualifying for a bonus. 

And remember, that's looking at the score of 15, which in AD&D only affects hit points and AC, not chances to hit or damage inflicted. 

Rolling 3d6, but needing only a 13+ on a single score, we get an 83.48% chance to get at least one of the six rolls to give a bonus, just slightly better than the chance to get a 15+ on 4d6-L. To get two scores with a bonus, we have a 48.79% chance, that's roughly half of all characters generated. It's not a big difference, but the difference does, I think, matter. One in two suitable characters compared to two out of five. Oh, getting at least one 18 has a 2.75% chance, or one in thirty-six characters. 

Obviously, 4d6-L provides much higher chances of rolling the numbers above the threshold for a bonus, but if you're only concerned with getting at least one or two scores above the threshold, you've got roughly even odds either way, but with a slight edge to rolling 3d6 against the lower threshold of 13. 

The biggest advantage to Classic characters, though, is the regular array of bonuses. Because you need at least a 16 or 17 for certain variables in Advanced, you really NEED to roll 4d6-L (or one of those crazy bucket-o'-dice methods from Unearthed Arcana). And for me, rolling 4d6-L but with Classic bonuses to rolls, most characters are going to turn out fine. 

As an example: Last Sunday, Jeff, who plays in my online West Marches and Star Wars games and is visiting Busan for the month, joined my face-to-face game. His highest score, rolling 4d6-L six times, was a 13. He made a Fighter, and did just fine in the session... although it was one without a lot of combat. But he didn't complain, and he put his usual effort into characterization and had a good time.

Monday, January 15, 2024

Painting Update

Last week, I got called away to cover for a sick teacher at an English camp, so I didn't get much painting done, and didn't post about it. Before I went to the camp, I did finish up my paint job for the League of Malevolence figures. I posted Warduke the other day. Here are the rest of the figures. 

Zarak the Half-Orc Assassin

Kelek the Sorcerer

Zargash the Cleric

Scylla the Warlock

We're getting the band back together! 

 Painting on the Valor's Call figures will commence tomorrow. 


Sunday, January 14, 2024

TS&R Dungeon Design

I finished up the first draft of my dungeon design advice for new DMs (or those new to old school style gaming) today. I'll work on the Wilderness design section next, and let this section sit for a while before I read over it and make some edits. For now, though, I'm pretty happy with what I've got down. 

While I was writing up the chapter, I did take a break and re-read the advice Mentzer gave in his Basic Set, which is how I learned to do it. My section isn't as concise as his, but it explains about more dungeon types and gives more of the rationale behind dungeons both as game elements and as part of the fictional fantasy world. I don't give as many specific examples of traps and specials, but in the age of the internet, I'm not to worried  about needing to do that. I was more focused on the how and the why of these types of encounters, along with monster and treasure stocking, and general dungeon design for different purposes. 

It's six pages long (A4 size). The section headings are: 

Dungeon Creation

I. Types of Dungeon

II. Megadungeons

  A. Dungeon Levels

  B. The Megadungeon as a Setting

   C. The Mythic Underworld

III. Scenario Dungeons

IV. Lair Dungeons

V. The Purpose of the Dungeon

VI. Drawing Dungeon Maps

VII. Stocking Dungeons

  A. Wandering Monsters

VIII. Traps

  A. Types

  B. Triggers

  C. Effects

  D. Hazards

IX. Specials

  A. Secret Doors

X. Unguarded Treasures

XI. Dungeon Dressing and Sensory Information

 

Tuesday, January 9, 2024

An idea for a simple RPG or Tabletop Skirmish game?

Yesterday, a couple of things happened that proved serendipitous. Flynn, my older boy, has been trying to get a game development group started within the local independent (mostly expat) artist scene, a group called Liquid Arts. Some of you may remember the GoFundMe he made that I promoted a while back. Well, that failed. And yesterday he refunded the few backers that he got. But he's got an idea to start the Liquid Arts game design group working on board games, and if he has some success there, try again with the computer game design ideas. 

I explained this, and the Liquid Arts group, to one of my friends, who was a backer. And it got me thinking about some of the simple board games my best friend and I designed back in elementary and middle school. One or two of the ideas we had may be worth re-developing. 

Also, my younger boy Steven has been playing a lot of the GBA version of GTA on our Super Console X emulator lately, but yesterday he wanted to play some Gauntlet II with me. Which we did. And while playing, he was wondering about more modern versions of Gauntlet. I told him that there were a couple of 3D games during the PS1/PS2 era, Gauntlet Legends (for PS1, which I had), and Gauntlet Dark Legacy (for PS2, which I never had). He got me to look them up and see if we could acquire them for emulation. 

Our box doesn't have (and apparently isn't a good enough processor to handle) PS2 emulation, but I found Gauntlet Legends, and also the arcade (MAME) version of Dark Legacy last night. 

Anyway, ideas converged, and I started thinking about whether the way Gauntlet rates character abilities might work as the basis for a fantasy RPG. I found this pretty quickly. And yeah, with a few tweaks, and the addition of some mechanics for outside combat activities, it could work. Or, it could be merged with something to make a tabletop skirmish type wargame. Something probably more simple than my ideas to use 4E just for tabletop skirmish games.

For a while now, I've been interested in what D&D would be like if Chainmail combat were used. But I've had too many irons in the gaming fire to start up a campaign using the Platemail 27th Edition rules or something of my own devising. 

My thinking, as I was laying in bed last night not falling asleep, and this morning in the shower, were to maybe merge Gauntlet style character ratings with Chainmail man-to-man/fantasy combat (and the Dungeon! board game) 2d6 style combat. Maybe throw in something like the Classic D&D Turn Undead table for a resolution mechanic for non-combat tasks if needed. 

Gauntlet ratings (taken from the original version) could be translated to: 
  • Speed (how many spaces you can move per turn)
  • Armor (how much damage is reduced by your armor)
  • Attack Power (how easily you hit when you attack, melee)
  • Attack Strength (how many hits you inflict on a successful melee attack) 
  • Attack Speed (how many melee attacks you can make on your turn)
  • Shot Power (how easily you hit when you attack, ranged)
  • Shot Strength (how many hits you inflict on a successful ranged attack)
  • Shot Speed (how many ranged attacks you can make on your turn)
  • Magic Power (how easy it is to successfully cast a spell)
  • Magic Strength (how powerful are the effects of the spells you cast)

The above Speed, Armor, and Strength ratings would all be set numbers. The Power ratings would be modifiers to 2d6 rolls. The Strength ratings might have a few levels with variation, such as:

  • Lvl 1: 1 hit
  • Lvl 2: 1-2 hits (roll d6, 1-4=1 hit, 5-6=2 hits)
  • Lvl 3: 2 hits
  • Lvl 4: 2-3 hits (roll d6, 1-4=2 hits, 5-6=3 hits)
  • Lvl 5: 3 hits

For the Attack/Shot Speed, I'd probably look to AD&D attack progression:

  • Lvl 1: 1 attack per round
  • Lvl 2: 3/2 attacks per round
  • Lvl 3: 2 attacks per round
  • Lvl 4: 5/2 attacks per round
  • Lvl 5: 3 attacks per round

Of course, one thing to consider would be that Gauntlet characters have hundreds or thousands of hit points, and can kill hundreds or thousands of opponents on each level (and with emulation, adding a "quarter" for more health is as easy as pushing the Select button on the game pad). Monsters do large numbers of hits compared to PCs, and armor reduces that damage. That's something that would need to be changed. If this were an RPG, it would probably be more difficult to scale it correctly. But for a tabletop skirmish game, it might work out alright. 

A variation of this system may also work for one of those old games from my youth that I mentioned above. The game was probably the best (and most complex) game that Todd and I made as kids. We made a map of our home town. Since the home town is tiny, it was a fairly accurate map, as we had every actual house, store, and church on it, minus a few people's sheds and whatnot. The game was an alien invasion game. We over-complicated it by having just about every type of alien from UFO lore that we could think of, plus a few from sci-fi movies (little green men, Men-in-Black, Grays, Critters, robots, etc.). In the original, the aliens had the goal of planting bombs in buildings, while the heroes (us) had to raid buildings for tools/supplies/weapons (all on cards) to fight off the aliens and prevent the bombings. 

It was a tough game, as we made way too many aliens, and we played them ruthlessly. 

I was thinking as well that this might be an idea to revive. Instead of bombing the town, though, maybe it would be an abduction game. And it could be played either cooperatively (like our original game) or competitively, with one or more players as the Heroes and one or more players as the Aliens. 

Again, I'm wondering if a 2d6 style mechanic like my Gauntlet idea above might be fun for this. Originally, I think we had just a regular d6 mechanic. It's been a LONG time, and Todd had our only copy of the game.

So, it looks like this year I may be experimenting with some table top board/tactical game designs in addition to RPG stuff.