Showing posts with label i3. Show all posts
Showing posts with label i3. Show all posts

Thursday, May 30, 2024

Incentivizing

So many times these days, my blog posts feel like deja vu: that I am simply harping on the same issues, or trying to find different tacks to explain the same concepts that I've already written about ad nauseum. Of course, sometimes it's probably appropriate and useful to explain hard-to-grasp concepts multiple times in different, variant fashions.  

Heck, The Bible uses four Gospels to get the same point across, right?

ANYway, it probably doesn't help I pen my thoughts on discord channels, forums, and other folks' blog comments...sometimes I forget what I've written here versus what I've scribbled elsewhere. I'm not quite the internet rash I was ten years ago, but I'm still spread around a bit.

Here's a recent one from the CAG ("Classic Adventure Gaming") discord: a guy (let's call him "Joe") penned this the other day:
I'm, of course, breaking one of the great taboos by giving my 1E AD&D players XP just for showing up and making an effort, but after 30 sessions they still don't seem to grasp that the motherload is when they engage in combat and get loot. A session of exploration typically nets them 500XP, but the week they beat up the tomb guardian and nabbed its goodies, they must have come out at nearly 1500. After they cleared the tomb I dropped HEAY hints that there was more to explore in the immediate area, but they scurried back to base without so much as a backward glance. Leaving all that sweet, sweet gold (and XP) behind.
To which I replied (in part):
...I totally understand the frustration of slow advancement, but you don't want to train players that they're going to be rewarded for "showing up." 

...if (as I infer) you're running a long-form campaign, don't the PCs run out of money due to their lack of treasure acquisition? Are they constantly starving, running out of resources, etc.? How do they pay for mounts, henchfolk, mercs, arrows, expenses, etc.? Are they not incentivized to pull themselves out of poverty?
Because, you know, treasure...the acquisition of wealth..should be THE incentive in any AD&D game. Here was Joe's response:
Money not been an issue so far. They scraped by in the first adventure, then as a reward for resolving the situation the Paladin's PC was asked to continue to follow the clues they had uncovered and given a bag of gold by his Church superiors to buy him and his associates mounts and enough food to get to the next site. As they get into so little combat the attrition on their gear is minimal and I allowed the Ranger to craft more arrows in downtime. TBH, as only one of them had played AD&D before I wanted to keep the bean counting to a manageable level in case it put them off. I am tracking time (loosely, so I know where we are on the campaign calendar and generally have been reinforcing that if they want to fine-tooth-comb any place then any spells will have worn off by the time they are finished) but no training costs, their only henchman willingly joined them because they'd saved and taken care of the rest of his gang, and I also assume that when travelling across country (which I'm not doing as a hexcrawl) then the Ranger and Druid between them can keep them in game, roots, berries and water. Handwaving a few other things, but I am enforcing consumables for the wizard, and the cost of ink to write new spells (as well as the time it takes so they're having to make decisions about how long they can afford to sit around while he does it).
*sigh*

SO...this post is not intended to 'throw Joe under the bus' (for the record,  I feel I tried to give some helpful, compassionate advice on the discord channel), but I want to use this post to illustrate some bad DMing habits, and how they wreck your game.  Joe's not the only DM out there who has gone all loosey-goosey when running his/her campaign, worrying that "bean counting" is going to ruin the fun and enjoyment of the game. It's a common occurrence. And it ends up causing all sorts of issues as the DM has to patch one leak and then another and then another until the campaign is finally sunk.

Here's "absolute truth #1:" AD&D runs on treasure. No ifs, ands, or buts about it. Treasure acquisition drives the game; it is the objective goal that focuses the players, encourages cooperation, rewards ingenuity, and makes for exciting game play. It is the main road to advancement, which results in greater character effectiveness, which opens more content for exploration. It is objective and concrete: a solid, non-arbitrary, non-subjective goal. It starts and spurs action.

Your players should ALWAYS be interested in, and looking for, treasure.

If they're not, then there is something wrong with your campaign setting, pal. There is a distinct lack of attention being paid to the world building. Different players have different amounts of ambition; different players have different amounts of caution. Relative ambition and relative caution are the two "dials" that determine how fast advancement occurs...the drive to pursue treasure. But the desire for treasure should be a constant imperative of AD&D game play. If it's NOT, then some examination is probably necessary.

Read Joe's response again, and let's take this point by point:
  • Paladins aren't getting gold from their Church; they are GIVING gold to their Church. The tenets of the paladin class are pretty clear: they are required to donate the bulk of their wealth to charitable institutions. These characters are MONEY-MAKERS for their religion; certainly, the Church will send them on missions, but with the expectation that they will be returning with vast amounts of loot to fill the clergy's coffers. Hell, they should be positively TASKED with this expectation.
  • Crafting arrows (or any kind of weapon or armor) is not the purview of a character class; unless a character possesses a secondary skill of bowyer/fletcher the making of arrows should be far more mysterious than the using of said arrows. And making arrows isn't as simple as whittling some tree branches...arrows suitable for penetrating armor (whether that of orcs or bandits or dragonhide) are going to need metal tipped heads, specially forged. And where is the ranger getting feathers for fletching? And are they taking the time to steam and straighten and lacquer the shafts? Have they paid for the equipment they need to craft the arrows? Unlikely, since they don't have the money to purchase a quiver themselves.
  • I don't do "training costs" myself, but I DO charge monthly character expenses (DMG p.25) to take into account (in an abstract fashion) all those other sundry costs that come from BEING A LIVE FUNCTIONING PERSON. And henchfolk need those 'cost of living' expenses met, too! Sure, the player characters can choose to be unbathed, unshaved, dressed in filthy, patched rags, and sleep in the dirt outside of town...but after a month or two of that, even the most grateful "found" henchperson is going to walk away. Who wants to live like that? After braving hardship and danger, risking life and limb, you can't even get a bath or a change of clothes? Are you kidding me? Those henchmen are going to walk!
  • Leaving aside how difficult "foraging" enough food for a half dozen people might be, leaving aside how time intensive hunting can be (i.e. how many days it might take to even locate game), just how much energy is a group of adventurers going to need for hiking through the wilderness and battling monsters? After a couple weeks of subsisting on "roots and berries" are they going to be in any condition to fight?  ALSO, working animals (horses, mules, etc.) do not subsist on "game, roots, and berries." Nor do they simply "graze." They need animal feed...and lots of it!...especially if they are carrying burdens or riders. Any steeds are going to die of starvation and overwork if chained to an impoverished adventuring party.
Players these days seem not to grasp the logistics of "adventure" these days. It's not their fault, of course: they've been weened on really sub-par fantasy literature, video games, and films that focus on spectacle over substance. Sign of the times. I was somewhat the same as a youth, though at least I'd done SOME camping as a Boy Scout, and could extrapolate a bit. But reading good adventure fiction also helps immensely. I've been doing some of that lately...checking out old Tarzan novels, H. Rider Haggard, Harold Lamb, etc. Books that deal with provisioning, overland travel, and exploration. The COST of expeditions in these books make it clear to the undertakers that they must have success in their ventures (i.e. they must reap some sort of monetary/financial reward). It is an absolute imperative...otherwise, they might as well not bother trying to get back to civilization.

This is The Way of adventure gaming: adventure gaming of the sort AD&D provides can sustain long-term, engaging play when run in this fashion. "Oh, how boring. Where's the story?" cry some. Look: I enjoy a good escapist novel or popcorn film as much as anyone...but the thing about such stories is 1) they tell the story, and then 2) they're done. Move on to the next distraction. Adventure gaming provides long-term, sustained entertainment...it doesn't end. There's no "beginning, middle, climax" of a story. We are playing (imaginary) people's LIVES. We are creating/exploring a fantastical (imaginary) WORLD. It is the highest form of imaginary gameplay...why would you want to shrink it to a simple "story?"

So you need costs. Because you need incentives. Because that is the gameplay loop that gets you to adventure gaming. The fewer the costs, the less incentive. And, thus, the less adventure.

My players are currently running through my rewrite of I3. It's not I3...it has different maps, different encounters, different background. It's actually pretty much nothing like I3, except that it features a pyramid in a desert wasteland. Oh, and there's an exterior temple with some fanatics. Yeah, that's about where the similarities end (except that there will be two additional sections of "desert wasteland," featuring a shifty "nomad town" and a "lost wizard tomb" a la I4 and I5). 

Why are the players heading out into the rugged wasteland that is southern Idaho? Because they've heard of this pyramid that might have left over loot in it. This is pretty crazy for 1st level characters (the adventure is geared to levels 3rd - 5th) but they are a determined, ambitious (crazy) bunch. Still, they had to use all their coin just to buy a mule and provisions for a three day journey from the last civilized outpost (Rattlesnake Station), choosing the roughest, most direct route to their destination to save on expenses. They have to succeed in finding treasure...failure is no longer an option. They have pushed all their chips into the pile: they'll either come away with fabulous wealth, or they'll be rolling up six new PCs. 

When you run a campaign that has adequate costs, "hooking" players into action becomes very, very easy. Treasure becomes the primary motivator, the number one incentive, and all the DM must do is dangle the idea of a payday in front of the players. They'll travel to ancient and hostile cities, deliver freight by ship through pirate & monster infested waters, brave scorching deserts, frozen tundras, primeval forests filled with inhuman faery creatures. No one in their right mind goes into some fortified tomb riddled with slimes, undead, and death traps...unless there's the opportunity for a huge score. But that huge score is only enticing if and when the players have needs

You, DM, must provide those needs.

I don't run my game in a strict 1:1 time fashion, except between adventures (i.e. outside the dungeon). I charge expenses every game month that passes, even if the PCs are "out on safari" (in the wilderness, in the dungeon) 20 days out of the month..it is presumed, they'll have even more costs, once they finally reach the safety of town/civilization. Those expenses eat wealth at a high rate, even without training costs. If my players' 6th level parties go 4 months between adventures (because we can't get together, or because they're focusing on other characters), they'll each need to hand over 2,400 g.p. when we pull those characters out again, plus the costs for their henchfolk. That could easily add up to a bill of more than 10K. Even if they invest some of their loot in money-making ventures (a wise choice), I'm going to charge their liquid assets...and with a long enough period of inactivity, they may be left with nothing more than the income from their dry goods store (or whatever). And if that is how they want to live out their (imaginary) lives perhaps it's time to simply retire the character from play.  

Old TSR modules are littered with retired adventures running taverns and inns and shops. 

AD&D runs on treasure. It is the only incentive you really need, although players (when engaged with a campaign) always seem to find other motivations for action (revenge and charity are the two I most often see). But treasure should ALWAYS be there, as an incentive...for engagement, for action. And it always will be there...so long as you, DM provide them with reasons to need the money.

; )

Thursday, December 8, 2022

Idaho Deathlands

My plan to write more got derailed by ending up flat on my back with the flu the last three-four days. Just a bad week to be sick (and, yes, now it's hit other family members, including the wife and daughter) what with the in-laws in town and mi suegra's birthday to celebrate. Ah, well. Most of us...including me...are on the mend and the boy's iron constitution has once again proven to be immune to the soft depredations of the rest of us frails.

SO. What am I working on today. Sticking the Desert of Desolation into my campaign world. Specifically in Idaho, in the eastern half of the Snake River Valley, a.k.a the "Great Rift of Idaho." This was a tricky one; not only did I need to find an area of similar size in specifications (the I3-I5 series encompasses a mapped wilderness roughly 110 miles long by 60 miles wide), it had to be an area that could be 1) easily converted to desert, and 2) be bordered by mountainous foothills and broken lands of the type described in the modules. A great sandbox of death, in other words.

Building on my Micronauts-inspired, post-apocalyptic wasteland, the easiest way to get to where I wanted was to look at climate change projections and blow-up the human-made irrigation systems that allowed Magic Valley to transform from an uninhabitable wasteland it was as recently as the 20th century. Knock out the dams and infrastructure and Twin Falls dies in (probably) a cannibalistic apocalypse...especially when you factor in standard D&D monsters looking for sustenance. 

Fortunately (for me), there really aren't that many towns I need to raze /de-populate once you remove the "Magic Valley" issue. Gooding is pretty much the "last outpost" of humanity: 2020 census puts the population under 4,000 anyway, and my campaign generally cuts pop by a factor of seven to ten...well, when I'm not using the 1890 figures (my go-to default). As such, the Great Kingdom of Boise is really the only organized civilization west of the Desert...and it may be more "bandit kingdom" than anything else at this point. 

Well...maybe. Thing is, when doing pop. figures I'm generally looking at post-European settler / pre-railroad for determining what kind of populations my "D&D-tech-level" can support. Because despite the existence of magic, it's a tough ol' world for these fantasy colonists and this ain't no magical Renfair society. Magic-users (um...sorcerers? witches?) are generally feared and/or misunderstood and the "awe-inspiring" bit only holds until you've got a big enough mob of peasants with pitch-forks. Magic (and its counterpart, "high technology") is generally blamed for the current shambled state of 'the world that is;' peoples are trying to make their way without magic, rather than with it. 

What's the stress-level of people living near Hanford? Do you really want a wizard capable of summoning demons living inside your town? Even one claiming to be beneficent? Yeah, clean, nuclear power...totally cool with that, right?

So, yeah. No railroads. Lose the infrastructure it makes possible. Up the temperature a few degrees, add some heavy desertification (possibly helped along by a magic/tech catastrophe a couple centuries prior) and voila!...a setting for exploration and uncovering of ancient, treasure-filled ruins. 

Now, I did say that the Desert of Desolation wilderness is about 100-110 miles long that, even starting with Gooding, doesn't quite take us all the way to Idaho Falls, let alone I-15 and the cities along that route. But, that's actually fine as it helps explain one of the things left unexplained by Oasis of the White Palm, namely where the heck are the slavers of the Sandvoyagers Guild selling their kidnapped victims. Yes, yes, the module tells us that Thurnas Netmaster (leader of the slavers) "is working with Drow allies," from which we might infer that captives are being taken into the UnderDark...except that the presence of the Drow in the desert is patently ridiculous (how the hell did they get there? There are no subterranean tunnels or methods of reaching the UnderDark from the oasis. The slavers own excavation efforts have led them nowhere! And there are no ways for a dark elf to get across the burning sands with their special "Drow gear" intact...the two presented by the module are given nothing in the way of personality, background, or motivation and exist solely to fight and die on the blades of adventurers).  So, no...no Drow. Which means we still need a buyer of slaves. And while the savage centauri are likely to use such captives as a foodsource, I'm thinking of placing a slave-owning/slave-trading nation/culture EAST of the desert...should the players decide to continue adventuring that direction.

After all, I've still got the Slaver series to re-work. And if one needed a place to put the volcano-situated city of Sunderham, well, you really need look no farther than the caldera of Big Southern Butte, some 90 miles east of Gooding and 47 miles west of Idaho Falls...a perfect location for the secret City of the Slave-Lords. 
; )
The adventure to follow....


Thursday, December 1, 2022

Sand Zones, Star Scepters, And Pharoid's Legacy

SO...looking back over my old blog posts, I thought for sure I'd mentioned my love/fascination with Micronauts somewhere. Clearly this isn't the case. I suppose another dive into my personal history is necessary.

My earliest memories of Micronauts are, of course, the toys which for several years (I'm guessing 1977 to 1980 based on release dates) would inexplicably appear beneath my Christmas tree on Christmas morning.

I say "inexplicably" because (as far as I can remember) I never asked Santa (or my parents) for a Micronaut toy ever (at least, not till the very final series) and they were largely off my "kid radar;" I didn't see ads on TV for them (Saturday morning cartoons had not yet started marketing toys via serial tie-ins to children), my cousins/friends didn't own them (so far as I knew), nor did I ever see them in the stores (not that I frequented these regularly as a small child).  In later years, following the first batch's appearance on Christmas morning, my brother and I, now familiar with them, would sometimes pore over the Sears "wishbook," divvying up which Micronauts each of us would eventually own (as we did with ALL toys appearing in such catalogues)...but we never went so far as to actually LIST these, so far as I can recall.

Typical Micronaut
Antagonist
As a matter of fact, this led to tears (on my part) one Christmas morning when I received a Galactic Command Center and my brother received a Star Wars "landspeeder." While the Micronauts base was, by far, the more interesting and useful toy of the two gifts, all my young mind could process was the fact that my brother had received a Star Wars spaceship...and I had not. Where was my tie fighter? Where was my X-wing? Ah, well, I did get over it (even the same day) as children do, and while I have immense affection for all the Star Wars toys and action figures I received over the years of my childhood, the Micronauts, in retrospect, are far more interesting. There are many times I've thought that I'd wished I'd been a bit older when they'd been released so that I'd appreciated them more.

Then again, if I had been older would they have gotten so tightly woven into my subconscious imagination?

If you had asked me, as a child, which was my favorite Micronaut toy EVER, I would probably cite the last one received: centaurus, with his laser crossbow and glow-in-the-dark (removable!) brain. That's a figure I absolutely wanted and asked for...even saw it on a store toy rack before Christmas. And even today, it's still solid...one of the coolest action figures I remember owning. But two other figures stand out as being exceptionally loved and played with by Yours Truly. One was the (original) Acroyear, whose dagger I managed to retain for years, despite being of the age when one loses accessories right and left. The other was Pharoid and his Time Chamber which fascinated me endlessly. I took it with me to Christmas morning Mass (the only toy I ever treated with such reverence) and recall spending long hours just...fiddling...with the thing. Opening the tomb. Putting him in the tomb. Taking him out. Repeat. What was the story of this guy?

Such a weird toy.

[if I had to guess, the Egyptian motif probably had much to do with the fascination. The King Tut exhibit traveled to Seattle in 1978, and was another momentous experience in my formative years]

But regardless of childhood toys, it was the Marvel comics written by Bill Mantlo that really cemented my love of the Micronauts.  I am 99.9% sure I started reading Micronauts with issue #34 (circa 1981) in the middle of the whole "Enigma Force" storyline (guest starring Doctor Strange!). I mean, talk about starting with a bang: mysticism, magic, super science, alien species, drama, betrayal...and, of course, a murderous band of gunslinging adventurer-heroes...all in the desert environment ("Sand Zone") of Aegyptia, with its towering tomb monuments, said to house the giant ancestors of the Microversians.

In addition, there was also Pharoid and Acroyear, Force Commander and Baron Karza. 

Well, whatever. I collected more than a few of the comics during its 50-some issue runs, including several of the back issues...mostly ones that were Micronauts-specific rather than crossovers with the X-Men and such. See, I wanted stories steeped in the lore of the specific IP, strange as it was, weird as it was...and, often, quite "dark" in nature (considering the concept's origin as a children's toy line). Some of those body bank stories...brr, frighteningly gruesome. A lot of body horror in Ye Old Micronauts, even the first issue of "The New Voyages" (the last issue I ever purchased, summer of '84) when protagonist Commander Rann was forced to sever his own hand at the wrist

[and people wonder why I like to make player characters suffer...]

Okay, okay, enough with the nostalgia: why am I writing about the Micronauts? Well, the last few days I've been working with the Desert of Desolation module series (I3: Pharaoh, I4: Oasis of the White Palm, and I5: Lost Tomb of Martek), seeing if there is some way, somehow, that I can twist them into something fun and functional for use in my own D&D campaign.  After all, they ARE just sitting there on my shelf, and I have fond memories of them as a child. Plus, they seem to be...more or less...in the proper "level range" for my current batch of players.

Mm. I won't lie. They're all pretty bad. Or, maybe, "inconsistent" is the operative word. Take Martek, for example: it's got some pretty cool ideas in it. The Cursed Garden. The Abyss. The Moebius Tower. But it's a real stinker of an adventure...just really poorly designed and fatally flawed in several gross ways (the Skysea is AWESOME...but it also one of the easiest TPKs I've ever seen in a TSR module). As well, it is just...missing...stuff. Things to do. Monsters to fight. Places to explore...in a non-linear, nor railroad fashion. There are several "here's a place that the DM can develop...so long as it doesn't PCs too long from the story being told" instances. Why the heck not? Because we're in such a hurry to get onto the next story? 

[probably...considering the absolute dearth of requisite treasure levels in these modules]

SO...interesting concepts/ideas, poor-to-terrible execution...and as with my analysis of I6: Ravenloft, I find that a LOT of this adventure would work just fine for LOWER LEVEL CHARACTERS. There is really nothing "mid-level" about this adventure, save that all the Hit Dice of encounters have been pumped up...to no good end.

FOR EXAMPLE: You don't need these unique "noble class" djinni and efreeti...a normal 10 HD efreet with max hit points would work JUST FINE for characters of levels 3 to 5 (remember also that the MM specifically says there are noble djinni with the same HD as an efreet). You don't need all these 4 hit dice dervishes and air lancers...just make them standard dervishes and nomads of the MM. And these new undead? They're just 8 and 10 hit dice NOTHINGS that cause fear and hit for 1d10 points of damage. Just what the hell are we playing at Hickman? It's not like the treasure count justifies a party of 6th - 8th level!

And remember that whole post about how much water you need to carry? In AD&D (the edition for which these adventures were...ostensibly...written) a cleric receives the create water spell at 1st level. By 5th level (the minimum suggested level for I3: Pharaoh), a cleric with a 16 WIS can cast five such spells per day, each casting conjuring 20 gallons of water per day...enough for some 25 humans. As with my review of I6: Ravenloft, it appears that Hickman's design assumptions are based on an earlier rule set (in OD&D, only a 6th level bishop can create water...and doing so leaves the character without the ability to neutralize poison, cure serious wounds, or cast protection from evil 10' radius). 

[side note: when I ran the Desert of Desolation series in my youth, the party tackled it withOUT a cleric, making the adventure considerably more difficult]

*ahem*

SO...the modules are crap, but they're crap with interesting bits. They're railroads and poorly stocked, but they've got a bunch of maps that ain't terrible. So when I think of how to fix them...to take their interesting bits, and make them both playable and (if possible) more interesting...I keep coming back to the Micronauts and those images from my youth: Giant, upright sarcophagus-tombs. Ancient tech/magic lost centuries before. Techno-bedouins riding giant, domesticated "ostras" (think: axebeak) against horse-headed "centauri" (re-skinned centaurs) in tribal warfare. And somewhere, lost in the sands, a laboratory-temple housing the ghost of Baron Karza, waiting to be resurrected and resume his conqueror's ways.

Lots of ways to spin and 'skin this thing. And probably a lot of ways to do it in a way that doesn't require a large group of mid-level characters. A post-apocalyptic, desert wasteland concealing generational secrets buried beneath riddles, legends, and sand. Sand and blood and treasure. Dig it.

Who needs "Sambayan air lancers"
and "Thune dervishes?"



Thursday, November 17, 2022

Dreaming Dromedaries

So, let's talk camels for a minute. For fun.

Per I3: Pharaoh, the players are given the following equipment (in addition to their normal gear):
GENERAL PROPERTY

Enough water for the entire party to travel in the desert for seven days (10,000 gp weight).

Three large tents with poles, 10 feet x 20 feet in size, weighing 4,000 gp each. They require four turns (40 minutes) to set up or take down.

One Writ of Authority granting permission to be in the Desert of Desolation. It weighs 1 gp.

Ten bundles of firewood weighting 20 lbs. (200 gp weight) each. One bundle provides one night's fire.

One old map of a pyramid. It weighs 1 gp.

EACH CHARACTER IS GRANTED:

2,000 sp for expenses.

Two bags containing food. One bag contains one week's standard ration [sic] weighing 20 lbs. (200 gp weight) while the other contains two weeks' iron rations weighing 15 lbs. (150 gp weight). 

Their choice of either a camel or a draft horse.
Earlier in the "prologue" section, the adventure is explicit that the party's escort provides them with "enough water for their party, including their pack animals, to travel in the desert for seven days." Each player is thus allowed to choose either a camel (presumably a dromedary, given the Arabian setting of the adventures) or a draft horse. Here are the movement rates given for both animal choices:

Camel (under 400# load): 21"
Camel (under 500# load): 15"
Camel (under 600# load): 9"
Draft Horse (under 400# load): 18"
Draft Horse (under 650# load): 9"

Per the adventure module, a character with a movement rate of 12" can cross one hex per two hours, and all movement should be adjusted accordingly (for example, a character with 6" movement takes four hours to cross one hex). Each hex is two miles across, so: one mile per hour at standard, unburdened (12") walking rate...with ten hours being listed as the normal limit of walking, that's 10 miles (5 hexes) per day.

This is the same rate given for Very Rugged terrain in the DMG (page 58), at least for a "movement afoot." It doesn't however, jibe with the mounted movement rates...but we'll get to that in a sec. Because the first question is:

WHY IN THE NAME OF ALL THINGS HOLY WOULD YOU TAKE A HORSE INTO A DESERT?

Let's start with water: the most important factor in desert survival. How much water does a human need to survive? Well, Ye Old Internets tell me that 3L of water per person per day is pretty much standard for desert survival. Since the party is being supplied with 7 days worth, that means 21L per person, weighing 21kg...about 46 pounds

Of course, horses need water, too: about 5 to 10 gallons per day. Since it's desert, and the horse is working, we could go with TEN, but let's just take the average (7.5). That's a bit more than 28L, so for a week's worth you're talking 199kg worth...nearly 439#. You're going to force the horse to carry almost 500 pounds of water, plus an armored rider, plus food?

No.

You know how much water a camel needs to carry for a week? Zero. Camels can survive up to 15 days without water. Assuming the camels were "gassed" up ahead of time, a seven day stretch is no issue for your standard dromedary. 

And how fast are they? Well, Arabian "baggage camels" are capable of carrying 200kg of weight up to 40 miles per day...and I assume this over desert, as that's the terrain for which they've been adapted. 

Horses hooves, meanwhile, are not suitable for desert sands AT ALL and will be slower then camels regardless of load and hydration; stumbling and leg-breaking is a major consideration if trying to push a horse for "speed" in terrain conditions like that posed by the Desert of Desolation.

SO...dromedary only. 440# of load weight (including rider), 20 hexes per day. Besides our 50# of water (and a hope and a prayer that the party can find an oasis area within 7-10 days), let's look at that OTHER gear we're carrying...we'll consider a party of SEVEN characters:

Food for marching soldiers is 3# per day. Until further notice, that's our "iron ration" weight. This, of course, matches the 30 coin weight given for iron rations in the DMG (p.225) if one assumes this is a daily amount. SO for each character, two weeks of iron rations = 42#...a little more than the 15 estimated in the adventure. Let's forget the "standard" rations completely.

Food for camels: it took me a while to find this, but it appears that a camel can "thrive" on just 5kg (11#) of dry feed per day. Assuming ten days (about the longest a waterless dromedary can travel while maintaining work level), that means 110# of feed. 

Tents are tougher. My internet tells me that a traditional Moroccan camping tent (camel and goat hair) of the dimensions listed will accommodate 17-19 people...which sounds quite large for a party of six to eight PCs. Until you realize that you also have to shelter the camels, especially during a sudden sandstorm. Maybe two would be enough (men's and women's). 40# each, however, sounds extremely optimistic. An ultralight, modern tent of the same dimensions has a carry weight of 106#. Can we just say 110# for the sake of simplicity? Sure, let's do that.

[***EDIT: Faoladh just pointed out (in the comments) that the original text listed tent weight at 400#, not 40#. That makes a SUBSTANTIAL difference to the calculations below and (if accurate) will limit the party to WALKING (rather than riding) until they can purchase/steal additional camels***]

Firewood is a bit easier. While rate of burn really depends on type and density of wood (and is generally measured in length), this web site gives some simple numbers that are effective: a "bundle" of prepared firewood weighs about 20-27#, will burn for an hour, and should be enough to cook a fast, easy meal (probably the only type that can be cooked on the hardtack/field rations PCs are carrying). I can roll with that, rather than make the PCs collect and dry camel dung.

Finally: 2000 silver pieces for each PC? Ignoring for the moment that "standard" D&D would account this as 200# weight, requiring several large sacks to load (each!)...ignoring that for a second, why would the local ruler would send good silver out into a cursed, magical desert on a probably suicide run? Just what are the characters supposed to buy with this expense money?

Well, anyway...when researching the medieval Middle East for my Five Ancient Kingdoms game, I did some research on the ancient coinage of the region. The silver dihram weighed 2.975g, giving about 150 dihrams to the pound. 2000 dihrams would thus weigh only 13.3#...far more reasonable (though still wondering why His Majesty would want to send silver out into the desert sands on camelback). 

And speaking of camels: 600 Greek drachma seems to have been about the right price for a camel "back in the day." The drachma was larger than the dihram (4.5g of silver), giving the replacement price of a dromedary something in the neighborhood of 908 dihram. Giving each PC enough money to buy two replacement mounts? Still seems overly generous...how about 500 silver per character (3,500 total for a party of seven), which is just a bit more than a three pound bag each. Keep those camels safe! Your lives depend on it!

SO:

322# of water + 294# of rations + 770# of feed + 220# of tents + 200# of firewood + 23# of silver = 1829# of gear.

Divided by seven camels = an average load of 261#. Each camel would thus be able to carry approximately 178# of additional weight (which should include 6#-8# worth of saddle and tack). Not much wiggle room there, especially if the party includes a lot of Big Boys (my height/weight tables are based on character species and character strength...fighters with exceptional strength are heavy). 

This is the logistics game which, in a forbidding desert wilderness, is a game of survival...even without factoring in dust diggers and bandits and purple worms. Figuring out how to balance the load/gear between party members is important...but FORTUNATELY with an updated movement rate (20 hexes instead of 6-7!) the party should be able to reach an oasis or two within four or five days, depending on how much time they spend exploring various adventure sites along the way. And if they're SMART they'll pick up extra dromedaries from the first camel merchant they come across, extending their range and ability to carry treasure/spoils.

But no horses please. And I really, really don't know what to think of the Symbayan "air lancers" and their pegasi. 

"Ship of the Desert?" Yeah. Absolutely.


Wednesday, November 16, 2022

Desolation

The last couple days I've been going through the old TSR modules I3: Pharaoh, I4: Oasis of the White Palm, and I5: Lost Tomb of Martek. Pharaoh was Laura and Tracy Hickman's first (self-published) adventure module prior to their being hired on at TSR...along with Rahasia, it was on the strength of this module that the couple were acquired. I've owned the TSR version of Pharaoh...and the its sequel titles...for decades. I first ran I4 for several cousins at a Christmas gathering in Port Angeles, circa 1986 or '87. I ran the entire trilogy for my brother and his friends circa '88 or '89.

I don't think I've looked at them since. And it shows as, in more than a decade of writing this blog, I've mentioned them only a couple times...and then only briefly. 

[oh, what's all this about then? Aren't I supposed to be continuing my prior post about "adventures?" Yeah, I am. Is this a sign that I'm procrastinating? Probably. Still figuring out how I want to start and whether or not it needs to be a two-parter. Patience, folks! I'll get to it!]

So why am I looking for them now? Well, in considering fitting the entirety of the War of the Lance campaign (a campaign played out on a rather small continent) into my little corner of fantasy reality, I started thinking about the Hickman's other noteworthy creation (not Ravenloft): the Desert of Desolation trilogy. After all, the desert was a magical, cursed creation...how big is it that it couldn't be laid over a corner of my world?  

Welp, it turns out...not very big at all. The area it encompasses is about 90 miles across its longest axis and 50 miles the other way. It's too much area to wedge in south of the Palouse (where I would have liked to have it), but it would be pretty easy to throw in that southeast corner of Oregon.  Just means I have to actually develop Oregon, a world building exercise I'm NOT extremely enthused about.

But WHY Desolation? Well, it's in that low/mid-range level of adventures. My players are in that range. And they were pre-Dragonlance/story garbage, so they should be...um, okay? And they're well-written/laid out (i.e. nice and clear for reading) so prep is minimal. And I do have fond memories of them...how would my memories hold up upon analysis with my old, veteran (geezer) eyes.

How indeed.

I3: Pharaoh is "designed for a party of six to eight players of the 5th to 7th levels of experience." I4: Oasis of the White Palm is written for characters of level 6th to 8th. I5: Lost Tomb of Martek is written for levels 7th to 9th. Reading this we can infer that a party of the proper number should expect to gain a level of experience upon completion of each portion of the trilogy (or, at least, after finishing the first two portions).

SO...a party of the maximum size (eight) should EXPECT to receive enough x.p. to level them from 5th to 6th level after I3 and from 6th to 7th after I4. Everyone groks this, right? A 5th level fighter needs 17,000 experience points to rise to 6th level, but I think it's okay peg this at 15.5, considering almost all fighters should receive a 10% bonus, given the ability score guidelines in the PHB. So, 15.5 x 8 = 124K. Now, for me, I'd probably want that entire amount (124,000) available in potential treasure found, especially in a trap/trick-heavy dungeon like Pharaoh, but I'd be satisfied with 60%-70% considering monster encounters and the possibility of selling unwanted magic items (yes, there is such a thing in AD&D). So, let's call it 74K - 86K worth of treasure at minimum.

A quest-giving ghost isn't
bad...but what if the cleric turns it?
How much does Pharaoh offer? 72,335 worth (if one counts the Star of Mo-Pelar as a gem of seeing). And that's pretty close to right! Especially when one understands the Hickman's presume goody-good adventurers who will most likely sell that libram of ineffable damnation for 40,000 rather than retaining (and using) it for 8,000. 104,000 x.p.? Not bad. And while the distribution isn't great (just under 33% of numbered encounters have treasure)...it's OKAY (B/X distribution is one-to-three, but I prefer my AD&D adventures to have more of a 40-50% ratio). Yes, the Hickmans had some design chops, back in the day.

Oasis of the White Palm, unfortunately, is not quite as good. A group of eight 6th level PCs of the fighter variety would need 255K (including 10% bonus) to achieve 7th level...the minimum suggested for the final part of the trilogy. I4 (credited to Tracy Hickman and Philip Meyers) provides only a bit more than 62,000 (62,519, to be exact), of which barely more than 35K is monetary treasure. 

A couple quick caveats: there is MORE treasure than that in the adventure, but acquiring it would require the PCs to rob/kill the many good-aligned NPCs that they are supposed to be aiding (I don't think that's the authors' intention!). The players are working for a Sheik Kassim Arslan, who does offer "the wealth of my tent" in exchange for the PCs' help which means, taken literally, that he could dig up another 17,250 worth of treasure experience (16,250 x.p. worth is actual monetary treasure). BUT...would the leader of his tribe REALLY give up a decanter of endless water (considering they're a band of desert nomads!)? Would he bankrupt his clan out of gratitude? Um...

Even so, that's under 80K in treasure experience. Even if we gave 'em that 60% leeway you're only about halfway to where you need to be (you'd want over 152,000). This is TERRIBLE...especially considering the overall quality of the module (in comparison to other modules of the time) and the attention displayed in I3. Quite possibly Oasis was rolled out with less play-testing (I3 had been developed over several years prior to its TSR publication in 1982; I4 was published in 1983).

Anyway, it IS possible to get the treasure count higher: by selling all the crap magic items that are present throughout the adventure. Four maces +1. Chainmail +2, plate +1. A scimitar +1, shield +2, sword +2. 6 arrows +1 and a potion of gaseous form. And...hoo boy!...more cursed magic items than I've EVER seen in a single adventure; here's the full list:

Potion of poison, incense of obsession (x2!), phylactery of monstrous attention, periapt of foul rotting, necklace of strangulation, helmet of opposite alignment, and the skull of cargath (an evil artifact that injures non-evil clerics if used). Of course, there's also a libram of gainful conjuration that only functions for neutral magic-users and drive NON-magic-users insane. 

I mean, it's really notable just how shitty the treasure is in this adventure. 20,000 g.p. worth of the monetary treasure comes from a pair of gemstone eyes in a statue that will PROBABLY BE DESTROYED by the PCs as the statue summons a relentless hoard of monsters so long as the eyes are functioning, and they may be destroyed far more swiftly than pried out (resulting in the total treasure "take" to be reduced substantially). Likewise, two of the major opponents in the adventure are DROW (in the desert! In the freaking desert!!) armed with all the usual Drow goodies (magic weapons, armor, cloaks, boots, etc.) ALL of which dissolve in sunlight (and such is stated in the module text). Did I mention this adventure takes place in a DESERT?

*sigh* Now I feel bad for pumping the tires on this module.  I'm going to blame the absence of Laura from the design process, but...poorly done, Oasis. Poorly done.

Lastly, we come to I5: Lost Tomb of Martek (credited solely to Tracy Raye Hickman). Assuming, somehow, we get the character to the minimum suggested level (7th) to tackle this, will they find the adventure "rewarding?" How does 127,000 experience points worth of potential treasure sound? To me, it sounds like "not much" for a party of eight 7th level characters. Considering a fighter is looking for 55,000 x.p. to advance (and an 8th level character would be looking for 125K!!!) that's a pretty small dent in the overall pie needed to level up.

"But JB! They don't NEED to level up at the end of this epic adventure do they?" No, I suppose not. But 80+ numbered encounters (in I5 alone)? How many sessions to navigate this thing? How many months spent playing out the entirety of this trilogy? Still: here's the part that REALLY chaps my hide:

There are only eight encounter areas in the entire adventure module that contain treasure. That's less than 1-in-10.  That SUCKS.

And really only SIX encounter areas...because at the end of the adventure, after you've gone through all the time, space, distance distortion levels and fought upteen monsters (many the same-same types of monsters) and halve faced untold frustrations with the crazy tricks/traps...after all THAT you get to Martek's dimensionally displaced tomb and see his treasure halls (three different chambers) with wealth so vast that the thieves that beat you there have LITERALLY DIED OF HEART ATTACKS FROM GLIMPSING THE TREASURE and you (DM) get the following instructions from the module:
Everything in the citadel. including all treasure, cannot be taken out of the citadel without Martek's permission. All of Martek's treasure has been magically enchanted so that it cannot be removed from this citadel. Only Martek can remove that enchantment, so unless he says it can go, it stays.
So, guess what: the PCs don't get to cart off all the treasure. IF they raise Martek from the dead (the goal of the adventure) he thanks the PCs and allows each to select THREE items from the hoard of items available. That 127K figure I came to? That's from assuming you have an average (surviving) party size of six and are selecting the 18 most profitable (in terms of x.p.) items from the hoard.

Still, it would be unfair not to point that many of these items are rare, "big ticket" types, easily worth three to five times their value on the open market: a lot of magical books (including a book of infinite spells), a dancing sword, a nine lives stealer, a shield +5. Selling those items (instead of retaining them) would make for a fairly profitable haul...AND keep the party's inventory of enchanted items manageable.

[for what it's worth, Lost Tomb of Martek is also mercifully devoid of cursed magic items]

When it comes to AD&D, selling magic items is both valid and necessary with regard to the game economy. It doesn't mean that there are "magic shops" in your game world (*barf*)...generally, the DM simply hand waves the sale and the item vanishes from play, replaced with a pile of gold (and x.p.). You can make it a bigger deal, forcing players to find buyers. etc. (I've done this at times), but then you risk players trying to steal items back or knock-over the dude who has the money for such a purchase...which short-circuits the game economy (not the game world economy, but the way the mechanics of the game interacts with each other). 

Still, finding buyers of 20K or 40K items in the middle of the desert (much less willing to buy cursed items) is a bit of a stretch for the verisimilitude of one's campaign.

[as an aside, I'll note that Anthony Huso, in his adventure design, uses the cash value of magic items when doing his spreadsheets for treasure as opposed to x.p. value (which I generally do). This is probably the better procedure for DMs whose players are likely to dig every piece out of all the nooks and crannies, or who play regular, looong sessions. For an intermittent campaign, or one where players routinely miss half of what's available, using the x.p. value for treasure counts seems to work slightly better]

Of course, Hickman is not overly concerned with verisimilitude. He clearly stated his design priorities long before joining TSR with his wife, endeavoring to meet four objectives:
  1. a player objective more worthwhile than simply pillaging and killing
  2. an intriguing story that is intricately woven into the play itself
  3. dungeons with some sort of architectural sense, AND
  4. an attainable and honorable end within one or two sessions playing time
That's really the whole "Hickman Revolution" in a nutshell, isn't it? Less attention paid to the mechanics of D&D (like treasure acquisition), instead looking to meeting "story goals." Elaborate plots and story arcs to be played out (with hard rails coded in to prohibit deviation). Expansive, isometric dungeon maps. And assumptions of "heroic goodness" from the players in a battle against evil.

[ha! Just realized Oasis of the White Palm, much like DL2: Dragons of Flame, has one of those "dying bystander" info-dump encounters where the NPC dies, no matter how much healing PCs might apply. See GusL's post for an echo of my opinions on this tactic]

Okay...that's long enough for now; have to run some errands before the kids get out of school (Wednesday's their short day). I have a couple more things to say about the Desert of Desolation series...especially with regard to dromedaries and the logistics of desert travel...but that's going to have to wait for a later post. Maybe tomorrow. When I try to tie this whole thing into the "better adventure design" conversation.
; )

Later, Gators.

Tuesday, September 26, 2017

Games

I'm sure I've written this before, but I'll write it again: much as I love the game of Blood Bowl (and the latest edition might be the best version yet)....much as I love the game, there are a lot of ways in which it fails to mimic the actual game of American football on which it's based. While the various discrepancies could be written off as just a post-apocalyptic fantasy world's imperfect interpretation of the ancient rulebook (so would say the original "fluff" of the game) there are other, non-field aspects, that simply cannot be emulated. The current brouhaha in the NFL, for example, where players are using their public platform to bring attention to the continuing racial injustice in our country that has led to more inappropriate outbursts from our sitting POTUS. While some non-field events and antics can (and are) emulated with the use of random event cards, in the existing fantasy setting the various Blood Bowl teams play for different nations and species, rather than a single country. There can, thus be no single cause or rogue leader against which to rail and bring unity between teams bent on mutual annihilation in the name of sport.

As usual, reality proves itself stranger than fantasy.

Even so, Blood Bowl is a great game, certainly one of my All-Time Faves. Diego and I have had the chance to sit down and play a game or two since the NFL season started. As said, the current release might be the best iteration yet published (previously, I would have given the nod to the 3rd edition), at least in terms of rules. But then, Games Workshop has been publishing and evolving Blood Bowl since 1986...thirty years!...and while the main "overhaul" of the game was the '94 version (when they introduced time limits and turnovers) the last 20 years have simply been tweaks and tinkering based on actual play and feedback in an attempt to make the gameplay experience better. Blood Bowl isn't the flagship game of the GW brand; hell, there have been periods in their history when they weren't even publishing the game. Their business strategy for getting new cash infusions from BB fans is based on newer, shinier releases (better game pieces, cooler models), not some false proclamation that the "older version" is no longer viable as a system. The game is still about 16 fantasy figures taking the field 11 at a time, and I still can (and do) utilize the playing pieces I've owned since I got into the hobby circa 1989 (with the 2nd edition).

The reason I bring all this up is the recent series of thoughtful posts from Alexis over at the Tao. For reference, you can check out:
Noob-Talk
Measuring Yourself as a DM
Those Who Quit the Game

They're all short, but particularly thoughtful (and thought-provoking) posts on Dungeons & Dragons. One thing Alexis has been good at over the years is reminding his readers that D&D, for all the wonderful things it is and all the joy and meaning it may have given us, is still a game. A game that has to be played to have any real value. A game that we can...and perhaps should...strive to become better at.

Last week I received a comment on an ancient blog post in which the reader expressed doubt of my actual experience with the game (and, presumably my authority to blog about it). It's true that I've played D&D since 1982, but those 35 years have been "off and on" and the last five years or so have been mostly "off." If I really consider the actual years I've spent playing and running D&D...not just acting as an "armchair DM," my actual experience probably amounts to only 15-17 years...and maybe not even that. Reading and designing and prepping are all a part of the game (especially for would-be dungeon masters), but most of the practice is only accomplished at the table. Like flight time for a pilot...there's a difference between hours spent in a simulator and hours spent in the air. It is quite possible that there are people out there who only started playing D&D with the 3rd edition (released in 2000) that have more hours "in the chair" or "behind the screen" than I do, despite my decades of involvement in the role-playing hobby.

And that actual, hands-on experience makes a real difference. It does so with any game or sport, and the more challenging and complex the game, the more difference that experience makes. When I play Uno or Rummy 500 with my son, he beats me nearly as often as I beat him. With Cribbage, I generally beat him (even though we don't count muggins and I help him with counting). When we've played Magic cards...recently discovered this month...he's beat me a single time in a dozen plus games (random draw should preclude this from happening). And I've never lost a Blood Bowl game to him. But then, I can only remember losing a handful of Blood Bowl games, ever, to anyone...BB is just my wheelhouse.

And it's not just about winning (after all, D&D isn't about "winning," right?). The boy and I were at the local game shop where we completed a full game of Blood Bowl in a couple-three hours...and during the same time period we watched a pair of adults struggle to even complete a half in the same time period (Blood Bowl, like soccer, is played in two halves)...despite having been set-up at the table before we even sat down. When I've simply acted as referee for two players (I do this sometimes), I've managed to facilitate complete games far quicker. That's just experience that comes from playing.

D&D is a game. A special game, sure, but still a game. A complex game with a strange set of rules, some of which are unwritten, some of which can only be parsed out in play. Especially for the development of a competent DM, real experience is needed at the table...hence, the often heard phrase, "you learn to be a DM by running games."

And yet, imperative though it is, just running games is not enough to hone your craft as a DM. I've run the Hickman module Pharaoh two or three times (boxed text and all), but if that was all I did I wouldn't develop anything except my ability to run that particular module. I think Alexis is right when he states part of the reason people quit the game (assuming that they had an enjoyable experience with it when first played) is that they reach a point where the game's perceived limitations fail to satisfy their expectations of entertainment. "I'm tired of killing things and taking their stuff," or even "I'm tired of pretending to be something I'm not," especially when one can instead escape into the easily accessed television program.

There are several strategies for enhancing and retaining player enjoyment...and I think those strategies are ideas worthy of exploration. But that's going to have to wait for a follow-up post.

Tuesday, August 25, 2009

Harry Potter...Damn You Time Suckage!


Man, it's been a slow last few days around the blog-o-verse.  Guess everyone's hard at work on real writing projects (or at real jobs).

Me, I continue to slump towards post 200.

Saw the latest Harry Potter movie tonight with the wife on the IMAX. So many great movies out right now, and we haven't seen a film all summer (the last one we went to was Wolverine, and that was for Mother's Day 'cause my mom wanted to see it...in her words, Hugh Jackman is "easy on the eyes"). Quite a good flick; not sure what people are complaining about.

I, of course, have read all the HP books. I actually got introduced to them a little after Book 4 was published...my nephews (whom I  have recently introduced to B/X) gave the first book to my wife, and she gave it to me after she was done. And then I read all of 'em back-to-back (well, as they were published anyway). They aren't fantastically great, but I'm a completist...once I start a series I want to finish it, at least if there's anything to grab me at all.

So it's been a few years since I've read the Half-Blood Prince and it seems like they got the crux of the matter (if you'll forgive the cheap pun) all out on the screen. Very well done, and I even enjoy the young romance stuff as well (truth be told, I'd rather watch teenagers "snog" than Ralph Fiennes sans nose and hair...but that's just me, I guess).  

I had forgotten how much action and high-powered sorcery is in these last couple books. The whole deal with the horcruxes, some of these "advanced" potions, and a couple of the charms and enchanted items are all cool things that might well make their way into a future B/X campaign. Certainly, my nephews would appreciate taking on an un-killable lich like Voldemort (is he really a lich? Just soul-less, I guess...like that dude with his heart hid in the jar in I3: Pharaoh).

Anyway, like I said, a slow day...heck, a slow week!...around the blogs with little I feel like commenting on, even the comments on my own blog. I have been feeling very inspired of late and hope that I'll be able to knock out a few pages of the Monster chapter (I know, I know...I keep saying that! Well, I keep hoping, too!).  We'll see what tomorrow brings; right now, it's time to hit the hay.

Hasta Manana, amigos!