Welcome Back to the Labyrinth
Monday, July 31, 2023
Design Notes: Character Classes
Monday, July 24, 2023
Design Notes: Attributes
I want to spend some time discussing the design choices I made for Dungeons Deep & Caverns Old, which owing to considerations of space, I wasn't able to do in the actual rule book.
The first way in which I've diverged from the standard OSR-style game mechanic is with the attributes, which in DD & CO are Strength, Dexterity, Constitution, Knowledge, Acuity, and Charisma. I've discarded Intelligence and Wisdom in favour of Knowledge and Acuity, and I'd like to explain why I decided to do so.
I've been involved in this hobby for fourty-three years now, and I've played a lot of different games. Nearly all of them use Intelligence, or something like it, as an attribute. Because of its ubiquity I never questioned its use, but at the same time I never really felt comfortable with it, and while designing DD & CO I finally took the time to evaluate the attributes and how I feel about them.
First and foremost, attributes are what define a character: who they are, how they act, and how a player will role-play them. Every character attribute must contribute to our understanding of the character, and its personality, or it becomes useless. It is here that Intelligence fails the test as a useful attribute.
Firstly, what is Intelligence? What does it mean to be intelligent? There are different types of intelligence. Here's the Wikipedia entry defining human intelligence, but this covers a lot of different facets, and I, like most people, rate highly in some respects, but poorly in others. If I was creating myself as a player character how would I rate my Intelligence? I honestly don't know. This ambiguity makes Intelligence fairly worthless as a personality trait for a character.
Secondly, how does one go about role-playing Intelligence? How does an average player, like myself go about playing a character with a genius level Intelligence score? You are limited as a player to your own mental capabilities. I guess you can do it if you use Intelligence solely to make dice roll checks, which, I admit, is the way that most modern role-playing games handle attribute scores, but this isn't role-playing. Even harder is for a smart player to play a character with a low Intelligence score. The whole point of old-school role-playing games is to challenge the players, and if you tell a player that their character couldn't have come up with the clever idea that the player just proposed, because the character is too stupid to have though of it, then you're defeating the entire purpose of the game, as well as creating a frustrating experience for the player.
Wisdom isn't much better. It is also an ambiguous trait that I recall debating often with friends back in high school during our frequent discussions of how to get a handle on D&D. The best way I've ever seen Intelligence and Wisdom differentiated is the statement that someone may be intelligent enough to know that smoking will kill them, but lack the wisdom to quit. But, again, this isn't very useful, and I have never once in over four decades of playing seen Wisdom actually come into play in a game except as a Prime Requisite for certain classes. It serves no purpose in role playing a character, so it's out too.
In Dungeons Deep & Caverns Old I have replaced Intelligence and Wisdom with Knowledge and Acuity. Knowledge is fairly straightforward: it is a measure of a character's education, and their ability to memorize and retain facts. I use this as the Prime Requisite of the Sorcerer class and also to determine how much lore a character might know, and how much information to give them.
Acuity is the keenness of a character's senses and quickness of thought. A character with high Acuity experiences very little delay between thought and action, and would receive a bonus to Initiative and Surprise checks. This means that a character with very high Acuity is rarely or never surprised, and is the character who should be making the group initiative rolls, using his quick thinking to shout out orders to the rest of the party. This corresponds quite nicely with personality types, as one of the traits of extroverts is assertiveness and quick thinking, and such characters are excellent candidates as group leaders in crisis situations. Introverts, on the other hand tend to react slowly to changing situations, but are capable of intense and prolonged concentration, and deep thinking.
Personally, I'm an introvert, and I would judge myself to have a high Knowledge score, but a low Acuity score, as I'm prone to daydreaming, so my awareness of my surroundings is not as high as it could be, and I lack the ability to make decisions quickly. I'm the sort of person who needs to analyze all the facts before reaching a decision, and I tend to spend a lot of time researching even relatively simple online purchases, for example. Just last week I bought a tree pruner, but before I did I read multiple reviews of each model, and carefully compared all the product information before reaching my decision. My extroverted sister, on the other hand, would simply have bought the first one that caught her eye, then moved on to other things.
So in game terms a high Acuity character will make an excellent team leader and combat commander, whereas you'd probably rather have the slow-thinking high Knowledge character actually planning the expeditions. Knowledge and Acuity give us a much better handle on how to play our characters, and what their personalities might be like.
As far as Intelligence goes, I consider it far better to assume that a character is exactly as smart as the person playing it, which in the end makes for a much more satisfying role-playing experience.
Friday, July 21, 2023
Dungeons Deep & Caverns Old
Way back in 2010 I began working on a set of house-rules for my Swords & Wizardry whitebox campaign, and over the years they evolved, slowly metamorphosing from a set of house-rules into a unique game. The final product, Dungeons Deep & Caverns Old, is now finally finished and is now available as a pay-what-you-want PDF on DriveThru RPG.
My goal with this game was to create a pulp sword & sorcery rpg, that represented the tropes of the genre while remaining faithful to the spirit of old-school games. This product description sums it up:
Dive into fantasy role-playing 1970's style! Dungeons Deep & Caverns Old is a pulp sword & sorcery role-playing game in the old school tradition with simple, elegant rules that fade into the background and let you focus on what's really important: exploring ancient dungeons, recovering fantastic treasures, then squandering it all in a night of ribald revelry. Break out the miniatures and the Crown Royal dice bags, crank up the Led Zeppelin, and get ready for a night of adventure torn from the pages of Weird Tales, with characters bursting from a Frank Frazetta painting.
This project has been a labour of love that has taken many years. It was quite a time-consuming undertaking to do all the writing and artwork myself, and the project went on hiatus during the years I was dealing with cancer, which sapped my enthusiasm. Also, when I first started this project, as far as I am aware, there were no other OSR games devoted specifically to pulp sword & sorcery, but since that time several have been published, so I wasn't sure that it was worthwhile to carry on, and the hiatus nearly became permanent. Last year, however, I became determined to finish the game I always wanted to play, and think in the end Dungeons Deep & Caverns Old offers a unique take on sword & sorcery role playing, and I'm very proud of the result.
If you're interested, you can check the game out for free by following this link: Dungeons Deep & Caverns Old, or by clicking the banner on the sidebar, which will take you to my publisher account at DriveThru RPG. I also have a character record PDF available, and in a day or so I'll be adding quick reference sheets, in which all the important tables are compiled. You can print these out and store them in a binder for easy reference, or insert them into any 8.5 x 11" universal game master screen.
The game has only been live on DriveThru for a couple of days, so I was very surprised to find that a review has already been posted to YouTube. Check out this great review by RPG Freebies, which neatly summarizes the game.
Thursday, January 20, 2022
Session Five: The Dungeon of Xenopus
Feted as heroes by the townsfolk for having put an end to the menace of the draugr, Hafrgim Bloodslakir, who had for generations haunted the Barrow Hills north of town, the adventurers enjoyed a night of revelry. Kragar the rogue was able to leverage his celebrity status to successfully seduce the mayor's daughter, Elise, after having suffered a critical fail on his attempt after first arriving in town. Sometimes persistence pays off.
Flushed with success from their previous caper, the crew turned their eyes toward the intriguing tower ruins north of the old graveyard west of town. Chatting up patrons at the Dragonfire Inn, they heard a number of often conflicting rumours regarding the tower ruins, but were able to determine that fifty years ago the wizard Xenopus disappeared and has not been heard from since, and that soon after his disappearance twisted, misshapen silhouettes could be seen capering on the tower's parapet, highlighted by an eerie green glow emanating from within. They heard, also of the reclusive Whateley clan who dwell across the bay and shun the company of the townsfolk, and whose patriarch, old Algernon Whateley, was none other than Xenopus's apprentice. A trip out to the Whateley homestead proved fruitless, as Algernon's daughter, Lavinia, set her sons, Yog, and Soth to drive off the interlopers, pitchforks in hand. Giving up on interrogating the Whateleys, the adventurers decided to just dive into the tower ruins and see what's what.
The dungeon is, of course, the iconic Tower of Zenopus sample dungeon featured in the Holmes Basic D&D set. This is probably the best sample dungeon ever created, as there is a great deal of story potential and threads that can be fleshed out for further use, and which suited my existing campaign perfectly.
Over the course of exploring the dungeon beneath the ruins the pcs came upon a smuggler looking for his two missing mates, and learned that his crew is using the dungeon to stash smuggled goods for overland transport to Avarice. They also encountered old man Whateley, himself, who has, with the assistance of goblin minions has taken over the dungeon and remaining effects of his old master to bolster his arcane power. Whateley is an irascible sort who takes poorly to intrusion upon his domain, and had just finished creating statues of the two missing smugglers by way of a Medusa spell. Leaving his goblin servants to deal with this new band of intruders, Whateley fled to his laboratory on the level below where he prepared a special welcome for anyone who followed.
After quickly dispatching the goblins, the pcs did, indeed pursue Whateley to his lair only to find him surrounded by the glowing nimbus of a protective spell, and a number of cages full of cockatiels. These birds, which he dubbed Molotov Cockatiels were creatures of his own making, and he opened their cages, then detonated a thunder clap to panic them. They flew madly about the the laboratory, burning the adventures while Whately remained safe behind his Protective Pentagram. Hrothgar unwisely swung his axe at one of the birds, easily killing it, but its destruction caused it to explode causing even more damage to everyone around it. Realizing that killing these birds could trigger a cascade of explosions that would kill them all, the wizard, Fenix grabbed book of arcane lore off a nearby table and threatened to let the birds burn it. Enraged that someone would dare to touch his things, Whateley charged out of his pentagram, swinging his black iron staff. This proved the end of him as Hrothgar buried his axe in Whateley's spine, killing him.
Thus ended the session with Whateley dead, and Fenix in possession of the old man's demon-bound staff deluxe, which he fears is more magic item than he can handle. It also ended with all the characters getting enough XP to gain 2nd level.
Monday, January 17, 2022
Monster Monday: Molotov Cockatiels
The product of experimentation by the mad mage, Xenopus, Molotov cockatiels smolder with intense heat, dealing 1 point of magical fire damage to anyone they touch, and setting fire to flammable objects. While not aggressive, Molotov cockatiels are easily startled by loud noises and will fly into a panic, running into things in their attempt to flee. This makes flocks of them dangerous, even more so if one is killed, because when they die the explode, dealing 2d6 points of magical fire damage in a five foot radius, which can set off a chain reaction of explosions if other cockatiels are nearby.
Tunnels & Trolls stats: Typical MR of 5
OSR stats: 1 HD (4 hp), AC 9, Move 15" flying
Sunday, January 9, 2022
Sessions Three and Four: The Barrow Crypt of Hafgrim Bloodslakir
We managed to squeeze in two game sessions during the holidays, during which the characters arrived in the town of Vermisport, two days west of Avarice, after winning a map of the tomb of the notorious Urgoth warlord, Hafgrim Bloodslakir. As the players were keen to avoid the wrath of the cultists of Atlach-Nacha in Avarice, an extended vacation seemed in order.
While in Vermisport, the party established themselves at the Dragonfire Inn, owned by the dwarven innkeeper, Drungard Aleson, who is inordinately fond of his own brew, Dragonfire Ale ("burns going down, burns coming out") and never passes up an opportunity to drink with his guests - whether they invite him or not. Of the party, only the doughty dwarf, Hrothgar the Red, was brave enough to quaff Dragonfire Ale with their host; the others stuck to gentler libations.
In preparation of exploring the Barrow Hills north of town, the party stocked up on supplies at the local outfitter: Madam Marigold's Muffins & Sundries (free muffin with every purchase!). Marigold, a matronly hobb, expressed an interest in purchasing any artifacts or curios recovered from the barrows, and also offered to sell the party a map of the tomb of Hafgrim Bloodslakir - an exact duplicate of the map Kragar the rogue had won back in Avarice. Rather than a rare, one-of-a-kind treasure, the map was a scheme concocted by the Vermisport JCs to promote adventure tourism in the economically depressed town. The mayor and local shop owners felt that a steady stream of adventurers spending their loot in town was a business opportunity too good to pass up, and if one of them happened to put down the wight that had been haunting the Barrow Hills for years, all the better!
After hiking into the hills, and exploring a few of the lesser barrows, the party finally came upon the one they sought: the crypt of Hafrim Bloodslakir. At the first intersection after entering the barrow, they found another party of adventurers buried beneath the rubble of a pitfall trap. As these adventurers were all dead there was only one thing to do: go through their pockets and look for loose change. In addition to loose change, one of the corpses also had one of the copies of the barrow map. Thus forewarned that the crypt contained deadly traps, the party became even more paranoid than usual, afraid to put a foot down lest they trigger some unpleasant surprise.
After thoroughly exploring and looting the crypt, the players confronted the final room in the northeast corner of the map, which they correctly believed to be the resting place of the wight. They ignored the four alcoves on the north an south walls of the antechamber, and went straight to the room farthest east where the wight awaited them. This was a wise choice, for had they opened any of the alcove doors all four would have swung open, dropping a portcullis at the entrance of the chamber, and releasing the zombies within, so they would have those to contend with as well as the wight. As it was Bloodslakir, by himself proved to be a challenge, though he was eventually defeated without serious harm to the party. Bloodslakir's treasure, a chest full of rubies was protected by a poison needle trap, which Kragar was clever enough to discover without being stuck by it and killed.
Their mission accomplished, the party returned to Vermisport to celebrate and lay plans to explore the ruins of the abandoned wizard's tower north of the old graveyard.
Monday, January 3, 2022
Monster Monday: Boozehounds
I introduced boozehounds to my game a couple of sessions back, and the players got a kick out of them. They suit the whimsical nature of Tunnels & Trolls, and the notion that players should at least be chuckling as their beloved characters are torn apart.
Boozehounds have an insatiable lust for alcohol. They can smell it at great distances and will track it relentlessly once they've gotten a whiff. A typical boozehound has a monster rating of 30, but for each round that they spend drinking booze, their MR increases by 10, to a maximum of twice their starting MR. For old-school D&D style games, they have a typical hit dice of 2-3, and a 1d6 bite, but their HD increases by 1 each round they spend drinking, to a maximum of twice their starting HD.
The drunker they get, the nastier they become, so it's best not to let them get a snoot full!