I'd intended to post the second of my OSRCon 2012 reminiscences sooner, but better late than never, I suppose. On the morning of the second day of the con, I ran Level 1 of Dwimmermount for a different group of people, including several fellow bloggers: Brendan S, Ramanan Sivaranjan, and Steve Connor, in addition to four others.
As with my previous session, all the players generated their characters on the spot, using the LBBs + Supplements. I really enjoyed this aspect of the session, both because it's fun to see newcomers try and make their way through the original edition of Dungeons & Dragons for the first time and because it's such a delightfully fast process. Generating OD&D characters at the table takes 5-10 minutes tops, even less if you streamline equipment selection through the use of utilities like this one. (That link leads to a blog post by Brendan Strejcek that, at the time, I somehow didn't connect with him, so it led to the amusing situation in which I recommended its use to its creator without realizing it).
One of the great aspects of rolling up characters at the table is that it helps players get into the proper spirit of things. I'm not, by nature, a high lethality referee (if my old school cred card hasn't already been revoked, this ought to do it), but I also don't shy away from killing off characters if that's what the dice dictate. Experience has taught me that this is a lot easier for all involved if characters are created using 3d6-in-order and character generation is kept simple so that rolling up a new one mid-game isn't an arduous affair. Plus, it leads to characters like this being played rather than discarded as untenable:
A joy unique to con play (and, to a lesser extent, Google+ hangout games) is watching different people explore the same stretch of the dungeon. The differences in play style and approach become readily apparent when you play sessions temporally close to one another, as I did at OSRCon. Whereas the Friday night group was rather cautious, even timid (with the exception of Ken St. Andre's berserker magic-user), the Saturday morning group was much more bold. Indeed, they seemed to relish poking, prodding, and generally trashing Dwimmermount in order to determine how everything worked (or didn't, as the case may be).
The differences between the two groups highlighted for me that dungeons (and adventure modules in general, I suppose) can't be used in just one way. Everyone approaches them from their own perspective, which makes the task of producing a "definitive" version of them difficult -- especially since I find that I adapt my own presentation of Dwimmermount (and even its contents in some cases) in response to the actions and expectations of the players. To one group of players, a room whose description -- if it has one -- reads "Former guardroom; wooden debris" is something quickly passed through and forgotten, but to another it's a source of endless fascination, investigation, and experimentation. For the latter group, I often make up details on the spot, details that, if I like them, eventually become permanent parts of the dungeon for future adventurers to find, should they ever make the effort of looking for them.
The other thing that stands out about the second Dwimmermount group is that they actually ventured down into one of the second levels of the dungeon (there are two). I purposely had the players in both groups generated 2nd-level characters in the hopes that, not only would they survive longer, but they'd be better positioned to take on lower levels. So, I was quite pleased when this group did so, since, fond as I am of the 1st level, I've run it a lot over the years, whereas the lower levels are much less well explored, even by my home group. Indeed, there's a lot of the dungeon no one has ever visited.
A final difference between the two groups is that the Saturday group discovered a pretty valuable magic item hidden behind a secret door -- a tome of clear thought. In my mind, I had confused the tome with the manual of puissant skill at arms, thinking that, instead of granting a +1 bonus to Intelligence, it increased the level of the magic-user who read it. Consequently, upon being discovered, the two magic-users diced for possession of it and then elected to leave the dungeon for a time to give the winner a chance to read it thoroughly. The rest of the group healed and re-equipped and they returned with a 3rd-level magic-user in their party. Aside from my obvious screw-up, this was interesting to me, since most con groups don't bother with leaving the dungeon for any length of time, instead forging ahead regardless of the cost. I found it a smart decision and so saw no reason not to allow it. Plus, it gave me a chance to use my dungeon restocking tables.
It was another good session and a reminder of the unique joys of playing with strangers, something I hadn't done since I was a youth, back in the ancient days when it seemed like D&D games broke out spontaneously whenever three or four kids were in the same place for any length of time. I highly recommend the experience, particularly for referees.
Showing posts with label osrcon. Show all posts
Showing posts with label osrcon. Show all posts
Tuesday, September 4, 2012
OSRCon: Dwimmermount, Session 2
Labels:
dwimmermount,
megadungeon,
musings,
odd,
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Thursday, August 16, 2012
OSRCon: Dwimmermount, Session 1
Last Friday, I ran the first of two sessions of Dwimmermount at OSRCon here in Toronto. I'd done this the year before and, from that experience, I knew what worked and what didn't. One of the things that worked was doing all the mapping myself. I brought with me a dry-erase map to which I added details as the players explored the first level of the dungeon. I'm frankly terrible at giving out reasonably accurate map descriptions anyway -- I often wind up correcting the maps of my players out of shame -- so I felt this would save a lot of headaches at the table and ensure that things moved along at a brisker pace.
Last year, I used pregenerated characters and gave the players an objective for the four-hour session, like "Find the rumored dwarf cemetery on Level 1" or "Locate the portal to Areon on Level 3," thinking this would provide some useful focus. This year, I abandoned both, allowing players to create characters on the spot and to wander about with whatever purpose they made for themselves. I think both decisions were wise, particularly generating characters at the table, since many players had never used the OD&D rulebooks before and it gave them a chance to handle and peruse them not as artifacts of a hoary past but as, well, RPG books that are meant to be used. I did allow players to create 2nd-level characters, since I wanted them to plausibly be able to explore the second levels of the dungeon if they so desired (both groups did).
My Friday night game had two "celebrity" players: Greg Gillespie of Barrowmaze fame and Ken St. Andre, creator of Tunnels & Trolls. Greg's presence was well known to me in advance and I really looked forward to having the chance to play with him, while Ken's appearance was quite unexpected. Shortly after I arrived at the con, Ken walked up to me -- he must have recognized me from my blog photos -- and asked if he could snag a seat at my game. I was more than a little surprised at this, since I was running D&D -- "That Other Game," as Ken calls it -- and didn't think he'd be very interested. Ken assured me he was interested, although he did express disappointment that I wasn't running "my" game, by which he meant Thousand Suns. I explained to him that attendees at OSRCon expected me to run Dwimmermount and he again asked if he could play. I said yes, knowing full well I was likely in for a ride, since Ken is well known for his impish personality, as well as his dislike of D&D and its rules.
In total, there were eight players at Friday's session and their characters consisted of a good mix of fighting men, magic-users, and clerics. There was a single elven thief, who was slain by a poison dart trap. He was replaced mid-game by a dwarf henchman (also a thief), who proved to be an unreliable scout, often claiming to have spotted no monsters up ahead when he really had. Needless to say, this led to chaos and hilarity at times. Two other characters ought to have died: a fighting man reduced to exactly 0 hit points but who was saved by the immediate application of a black sludge found in an alchemy lab that turned out to be a potion of healing and a 83 year-old magician who'd been carrying a slept gnome on his back. When a kobold spear struck the magician, his player asked if the gnome might have been struck instead. Quick recourse to the oracular dice yielded an affirmative and the MU lived to explore further.
Lots of things stand out about this session, most notably how cautious players become when they're playing in an avowedly "old school" dungeon. Likewise, there was a lot of creative spell use, particularly of charm person, which enabled the characters to take control of orcs on Level 2A and use them as guides, as well as cannon fodder. With the exception of the player of the dwarf thief and Ken St. Andre (about which I'll say more in a moment), the players worked very well together, forming a fairly cohesive team that not only relied on one another but worked to each others' strengths. Consequently, they managed to explore quite a lot of two levels in four hours and, I hope, had a good time doing so.
I called Ken "impish" above and that may be something of an understatement. Though the other players all created their own characters, Ken asked that I create his. I gave him a magic-user and that was probably a big mistake, since he continually balked at not only his spell selection but the very nature of D&D's magic system, attempting at many turns to get me to modify it to make it more like that of Tunnels & Trolls. When he saw that this was getting him nowhere, he took a different tack, turning his magician into a bloodthirsty combatant, leaping into battle and wielding his dagger with reckless abandon. Fortunately for him, the dice favored him and he didn't die, despite his foolhardiness. Later, he killed an orc, flayed it and wore its face as a mask, hoping to disguise himself as a monster. The tactic didn't quite work as he'd hoped, but neither did it hinder him, so he seemed content.
I can't deny that, in retrospect, I feel a little bad at how things unfolded with Ken. He and I have corresponded by email for a long time and I suspect he felt that, given our familiarity with one another, it was perfectly reasonable that he play as he did. He later remarked, on Saturday's panel, that he thought me a very good sport for the way I persevered under his constant barrage of wheedling. Of course, he also said that he felt it was the job of players to "give the referee opportunities to change his mind," but I wasn't in the mood to do that on Friday. The other players handled the situation well and didn't complain, even though it was clear at least a couple of them weren't pleased with what they, quite reasonably, perceived as a disruption. What saddens me most, I think, is that they've probably got a far worse opinion of Ken than they ought, but, given the circumstances, I don't blame them at all for feeling that.
All in all, I think my first Dwimmermount session this year was solid, but not as good as I'd have hoped it would be. On the plus side, I got the chance to meet a number of local folks interested in old school gaming and that's a victory no matter how you view it.
Last year, I used pregenerated characters and gave the players an objective for the four-hour session, like "Find the rumored dwarf cemetery on Level 1" or "Locate the portal to Areon on Level 3," thinking this would provide some useful focus. This year, I abandoned both, allowing players to create characters on the spot and to wander about with whatever purpose they made for themselves. I think both decisions were wise, particularly generating characters at the table, since many players had never used the OD&D rulebooks before and it gave them a chance to handle and peruse them not as artifacts of a hoary past but as, well, RPG books that are meant to be used. I did allow players to create 2nd-level characters, since I wanted them to plausibly be able to explore the second levels of the dungeon if they so desired (both groups did).
My Friday night game had two "celebrity" players: Greg Gillespie of Barrowmaze fame and Ken St. Andre, creator of Tunnels & Trolls. Greg's presence was well known to me in advance and I really looked forward to having the chance to play with him, while Ken's appearance was quite unexpected. Shortly after I arrived at the con, Ken walked up to me -- he must have recognized me from my blog photos -- and asked if he could snag a seat at my game. I was more than a little surprised at this, since I was running D&D -- "That Other Game," as Ken calls it -- and didn't think he'd be very interested. Ken assured me he was interested, although he did express disappointment that I wasn't running "my" game, by which he meant Thousand Suns. I explained to him that attendees at OSRCon expected me to run Dwimmermount and he again asked if he could play. I said yes, knowing full well I was likely in for a ride, since Ken is well known for his impish personality, as well as his dislike of D&D and its rules.
In total, there were eight players at Friday's session and their characters consisted of a good mix of fighting men, magic-users, and clerics. There was a single elven thief, who was slain by a poison dart trap. He was replaced mid-game by a dwarf henchman (also a thief), who proved to be an unreliable scout, often claiming to have spotted no monsters up ahead when he really had. Needless to say, this led to chaos and hilarity at times. Two other characters ought to have died: a fighting man reduced to exactly 0 hit points but who was saved by the immediate application of a black sludge found in an alchemy lab that turned out to be a potion of healing and a 83 year-old magician who'd been carrying a slept gnome on his back. When a kobold spear struck the magician, his player asked if the gnome might have been struck instead. Quick recourse to the oracular dice yielded an affirmative and the MU lived to explore further.
Lots of things stand out about this session, most notably how cautious players become when they're playing in an avowedly "old school" dungeon. Likewise, there was a lot of creative spell use, particularly of charm person, which enabled the characters to take control of orcs on Level 2A and use them as guides, as well as cannon fodder. With the exception of the player of the dwarf thief and Ken St. Andre (about which I'll say more in a moment), the players worked very well together, forming a fairly cohesive team that not only relied on one another but worked to each others' strengths. Consequently, they managed to explore quite a lot of two levels in four hours and, I hope, had a good time doing so.
I called Ken "impish" above and that may be something of an understatement. Though the other players all created their own characters, Ken asked that I create his. I gave him a magic-user and that was probably a big mistake, since he continually balked at not only his spell selection but the very nature of D&D's magic system, attempting at many turns to get me to modify it to make it more like that of Tunnels & Trolls. When he saw that this was getting him nowhere, he took a different tack, turning his magician into a bloodthirsty combatant, leaping into battle and wielding his dagger with reckless abandon. Fortunately for him, the dice favored him and he didn't die, despite his foolhardiness. Later, he killed an orc, flayed it and wore its face as a mask, hoping to disguise himself as a monster. The tactic didn't quite work as he'd hoped, but neither did it hinder him, so he seemed content.
I can't deny that, in retrospect, I feel a little bad at how things unfolded with Ken. He and I have corresponded by email for a long time and I suspect he felt that, given our familiarity with one another, it was perfectly reasonable that he play as he did. He later remarked, on Saturday's panel, that he thought me a very good sport for the way I persevered under his constant barrage of wheedling. Of course, he also said that he felt it was the job of players to "give the referee opportunities to change his mind," but I wasn't in the mood to do that on Friday. The other players handled the situation well and didn't complain, even though it was clear at least a couple of them weren't pleased with what they, quite reasonably, perceived as a disruption. What saddens me most, I think, is that they've probably got a far worse opinion of Ken than they ought, but, given the circumstances, I don't blame them at all for feeling that.
All in all, I think my first Dwimmermount session this year was solid, but not as good as I'd have hoped it would be. On the plus side, I got the chance to meet a number of local folks interested in old school gaming and that's a victory no matter how you view it.
Labels:
dwimmermount,
megadungeon,
musings,
odd,
old school,
osrcon,
st andre
Monday, August 13, 2012
OSRCon Photos
I'm still recovering from OSRCon, which ran last Friday and Saturday, but I thought it'd be worthwhile to post a few photos from the convention in the meantime. I had a blast, as I did last year. It was great fun to have the chance to play through Dwimmermount with a new batch of gamers (about which I'll talk at greater length soon), as well as to hang out with fellow guests Ed Greenwood, Ken St. Andre, and Lawrence Whitaker.
Here are a few of the highlights, with brief commentary:
This is from my Friday night session of Dwimmermount. I had seven players, including Ken St. Andre, who's off-camera to the left. I have to admit I was more than a little floored -- and intimidated -- when Ken asked if he could sit in on my game, given that I was running "That Other Game" (as he calls D&D). Needless to say, the session was extremely memorable and deserves a post of its own.
This is a shot of the map I draw on a dry-erase mat so as to speed up mapping during the sessions. We used miniatures mostly to identify marching order and the like, but I also think it added a bit of visual interest to play.
This is my Saturday morning Dwimmermount session, which also had seven players, including Brendan and Ram.
Saturday afternoon saw a panel, on which Ed Greenwood and Ken St. Andre sat, telling tales of their early days in the hobby. I found this particularly interesting and I dearly wish there'd been a recording of it.
Here's me, looking typically goofy, on the same panel, seated next to Lawrence Whitaker.
Me, looking goofy again, along with my betters.
Ken St. Andre, proving that old school gamers aren't wimps, does a one-handed push-up right after the panel has ended.
On Saturday afternoon, I was lucky enough to play in a Forgotten Realms adventure refereed by Ed Greenwood. Ed really knows how to run a game and hold his players' attention. Much like my experiences with Ken, this is really deserving of a post of its own.
All in all, OSRCon II was a great success. We all owe a big debt of thanks to organizer Chris Cunnington and to the fine folks at the Lillian H. Smith library for making this happen once again. I know I'm already looking forward to next year.
Here are a few of the highlights, with brief commentary:
This is from my Friday night session of Dwimmermount. I had seven players, including Ken St. Andre, who's off-camera to the left. I have to admit I was more than a little floored -- and intimidated -- when Ken asked if he could sit in on my game, given that I was running "That Other Game" (as he calls D&D). Needless to say, the session was extremely memorable and deserves a post of its own.
This is a shot of the map I draw on a dry-erase mat so as to speed up mapping during the sessions. We used miniatures mostly to identify marching order and the like, but I also think it added a bit of visual interest to play.
This is my Saturday morning Dwimmermount session, which also had seven players, including Brendan and Ram.
Saturday afternoon saw a panel, on which Ed Greenwood and Ken St. Andre sat, telling tales of their early days in the hobby. I found this particularly interesting and I dearly wish there'd been a recording of it.
Here's me, looking typically goofy, on the same panel, seated next to Lawrence Whitaker.
Me, looking goofy again, along with my betters.
Ken St. Andre, proving that old school gamers aren't wimps, does a one-handed push-up right after the panel has ended.
On Saturday afternoon, I was lucky enough to play in a Forgotten Realms adventure refereed by Ed Greenwood. Ed really knows how to run a game and hold his players' attention. Much like my experiences with Ken, this is really deserving of a post of its own.
All in all, OSRCon II was a great success. We all owe a big debt of thanks to organizer Chris Cunnington and to the fine folks at the Lillian H. Smith library for making this happen once again. I know I'm already looking forward to next year.
Labels:
conventions,
dwimmermount,
humor,
memories,
osrcon
Monday, July 9, 2012
OSRCon 2012
I've mentioned this before, but, since it's only a little over a month away (August 10-11), I'm going to plug OSRCon, a two-day minicon held here in Toronto and dedicated to old school gaming. Like last year, Ed Greenwood will be one of the guests of honor, running an AD&D 2e adventure, as well as participating in a panel discussion. Also attending will be Tunnels & Trolls creator, Ken St. Andre, who'll be refereeing T&T adventures on both Friday and Saturday. Other games include Boot Hill, RuneQuest, Labyrinth Lord, and my own OD&D-based Dwimmermount sessions.
Registration costs $25 CAD and you can see the schedule of available games here. I had a lot of fun at last year's inaugural con and I have little doubt this year's will be just as enjoyable, particularly since Ken St. Andre will be there. Ken's a great guy and was there at the beginning of it all, so having the chance to talk with him and play in his game will be quite a treat. If you're anywhere near Toronto in early August, consider dropping by and joining us.
Registration costs $25 CAD and you can see the schedule of available games here. I had a lot of fun at last year's inaugural con and I have little doubt this year's will be just as enjoyable, particularly since Ken St. Andre will be there. Ken's a great guy and was there at the beginning of it all, so having the chance to talk with him and play in his game will be quite a treat. If you're anywhere near Toronto in early August, consider dropping by and joining us.
Saturday, March 31, 2012
OSRCon 2012
Chris Cunnington, the organizer of last year's delightful OSRCon here in Toronto, has asked me to pass along that registration for this year's convention will open up sometime tomorrow, April 1. The con will be held on the 10th and 11th of this coming August. I'll be there running Dwimmermount sessions, as I was last year. Ed Greenwood is also returning as a guest and Ken St. Andre, creator of Tunnels & Trolls, and all-around nice guy will be there as well.
I'll post additional updates about the con and its events as I learn them.
I'll post additional updates about the con and its events as I learn them.
Tuesday, December 6, 2011
OSRCon 2012 News
Last August, Toronto hosted a small local gaming convention devoted to old school RPGs called OSRCon. It was a very big success, attracting not just Torontonians but gamers from as far away as Massachusetts and Virginia. I'm happy to report that OSRCon will return on August 10-11, 2012.
This past year, Ed Greenwood was one of the convention's guests. Next year, organizer Chris Cunnington informs me, we'll be graced by the presence of Ken St. Andre, creator of Tunnels & Trolls and one of the nicest guys in the hobby. I had a blast this year and look forward to the chance to do it again in 2012.
This past year, Ed Greenwood was one of the convention's guests. Next year, organizer Chris Cunnington informs me, we'll be graced by the presence of Ken St. Andre, creator of Tunnels & Trolls and one of the nicest guys in the hobby. I had a blast this year and look forward to the chance to do it again in 2012.
Saturday, August 20, 2011
OSRCon Memento
While I have little doubt that this will horrify some people, here's a scan of a calling card Ed Greenwood was giving out to everyone at OSRCon:
I have to admit I found it very amusing.
I have to admit I found it very amusing.
Labels:
forgotten realms,
greenwood,
memories,
osrcon
Thursday, August 18, 2011
OSRCon Thoughts (Part IV)
On the evening of the second day, I had the opportunity to play in an AD&D game run by Ed Greenwood and set in his Forgotten Realms campaign. It has literally been more than a decade since I last played any sort of AD&D, but that didn't make a difference. For one thing, all forms of TSR D&D are close enough mechanically that, if you know how to play one, you know how to play them. For another, Ed plays a fairly "fast and loose" game, where game mechanics are secondary other concerns (about which I'll say more shortly). In this respect, I found myself reminded of the stories of how M.A.R. Barker runs his Tékumel campaign, an analogy that I think is quite apt, given that Greenwood, like Barker, has been imagining his fantasy world most of his life. For both of them, it's the world and its contents that are important, not the rules used to simulate them.
Before we began, Ed had two rules for us. First was a purely practical one: don't split the party. Second: anything that came out of our mouths came out of our character's mouths, unless it was something obviously rule-related, like "I rolled 15." These rules were fine by me, even the second one, which had the effect of both limiting unnecessary chatter and ensuring that everyone involved made at least a minimal effort to roleplay. I've never seen the need to adopt anything like Ed's second rule and my experiences refereeing Dwimmermount at OSRCon only confirmed me in that opinion, but I don't begrudge him the rule. I'm sure it's one that arose after many years of running con adventures.
As I said above, the game used AD&D, ostensibly its second edition. Truth be told, it was difficult to tell that it wasn't first edition, since Ed didn't use non-weapon proficiencies, which is, for me, one of the signature differences between the two editions. I played a cleric -- I'm sorry, priest -- of the goddess Tymora named Tashram and, while some of his spells were ones I'd never encountered in 1e, I found the experience indistinguishable from playing a cleric in the old days. That said, Ed uses the rules very loosely, mostly for the adjudication of combat and spellcasting and, even then, he seemed to do so mostly as a spur to his imagination. Again, I found myself thinking of Professor Barker and the descriptions of how he referees Tékumel using only percentile dice.
The specifics of the scenario we were playing are, frankly, unimportant, since, as an adventure written for a con, it was something of a "funhouse dungeon." The PCs were tasked with finding someone who'd fled through a series of "hop-gates" that were hidden and whose locations we could identify with a magic ring that glowed bright when we were near one. Thus, our party went from one place to the next, each place presenting a new and sometimes bizarre challenge intended to slow us down or kill us, thereby preventing our finding our quarry. The challenges were fun and many were very odd indeed, reminding me very much of the dungeons I created and played through in my younger days. I'm sure the convention format had something to do with this, but I also got the sense that Ed enjoys watching the players attempt to puzzle their way through his tricks and traps, so perhaps it was all reflective of his overall refereeing style.
Which reminds me: Ed is an absolutely enthralling referee. He's also a shameless ham. Every single NPC we encountered was played to the hilt, funny voices and all, and you can tell that Ed was having a blast doing so. Of course, his theatrics were delaying our progress, which, I suspect, was part of the point, since there was a time limit on our activities, both in real life and in the game. But there were plenty of times where everyone at the table was having so much fun interacting with one of the NPCs that we forgot about the time and just enjoyed ourselves. I can only imagine what it must be like to have Ed refereeing an entire campaign.
My fellow players were much fun, too, with some of them following Ed's lead and adopting funny voices and mannerisms. There's no question it was goofy, but it was also entertaining, so entertaining, in fact, that we soon attracted a crowd of onlookers watching us play. I remember as a kid visiting the back rooms of game stores where RPG sessions were being held and doing just the same, watching these older guys sit around a table and speak in character as they explored some fiendish underworld. It's not for everyone, I'll readily admit, but there's no question that it has a long pedigree in our hobby. We had so much fun that I think we dawdled a bit and so we reached the conclusion of the adventure rather late, resulting in a less than satisfactory conclusion to it, a fact Ed noted to me afterwards.
Looking back on the session now, one things really sticks with me. Though Ed was clearly more interested in characterization than many old school referees, he was nevertheless very keen to use player skill as the deciding factor in most instances. He didn't call for dice rolls a lot and, when he did, they were for things like saving throws or weapon damage. When we encountered a trap or a puzzle, we had to work them it for ourselves; we couldn't just "make a Spot check at DC 15" to find what we needed. The longer I am involved in old school gaming, the more convinced I am that that is the crux of the difference between older games and newer ones. For all the ways that Ed's refereeing might cause some grognards' skin to crawl, he is nevertheless, fundamentally, "one of us." He clearly gets that rolling dice should never be a substitute for individual cleverness and creative thinking. I had great fun playing in his adventure and would very happily do so again. I don't doubt that all the other players who sat around that table with me for four hours last weekend feel exactly the same.
Before we began, Ed had two rules for us. First was a purely practical one: don't split the party. Second: anything that came out of our mouths came out of our character's mouths, unless it was something obviously rule-related, like "I rolled 15." These rules were fine by me, even the second one, which had the effect of both limiting unnecessary chatter and ensuring that everyone involved made at least a minimal effort to roleplay. I've never seen the need to adopt anything like Ed's second rule and my experiences refereeing Dwimmermount at OSRCon only confirmed me in that opinion, but I don't begrudge him the rule. I'm sure it's one that arose after many years of running con adventures.
As I said above, the game used AD&D, ostensibly its second edition. Truth be told, it was difficult to tell that it wasn't first edition, since Ed didn't use non-weapon proficiencies, which is, for me, one of the signature differences between the two editions. I played a cleric -- I'm sorry, priest -- of the goddess Tymora named Tashram and, while some of his spells were ones I'd never encountered in 1e, I found the experience indistinguishable from playing a cleric in the old days. That said, Ed uses the rules very loosely, mostly for the adjudication of combat and spellcasting and, even then, he seemed to do so mostly as a spur to his imagination. Again, I found myself thinking of Professor Barker and the descriptions of how he referees Tékumel using only percentile dice.
The specifics of the scenario we were playing are, frankly, unimportant, since, as an adventure written for a con, it was something of a "funhouse dungeon." The PCs were tasked with finding someone who'd fled through a series of "hop-gates" that were hidden and whose locations we could identify with a magic ring that glowed bright when we were near one. Thus, our party went from one place to the next, each place presenting a new and sometimes bizarre challenge intended to slow us down or kill us, thereby preventing our finding our quarry. The challenges were fun and many were very odd indeed, reminding me very much of the dungeons I created and played through in my younger days. I'm sure the convention format had something to do with this, but I also got the sense that Ed enjoys watching the players attempt to puzzle their way through his tricks and traps, so perhaps it was all reflective of his overall refereeing style.
Which reminds me: Ed is an absolutely enthralling referee. He's also a shameless ham. Every single NPC we encountered was played to the hilt, funny voices and all, and you can tell that Ed was having a blast doing so. Of course, his theatrics were delaying our progress, which, I suspect, was part of the point, since there was a time limit on our activities, both in real life and in the game. But there were plenty of times where everyone at the table was having so much fun interacting with one of the NPCs that we forgot about the time and just enjoyed ourselves. I can only imagine what it must be like to have Ed refereeing an entire campaign.
My fellow players were much fun, too, with some of them following Ed's lead and adopting funny voices and mannerisms. There's no question it was goofy, but it was also entertaining, so entertaining, in fact, that we soon attracted a crowd of onlookers watching us play. I remember as a kid visiting the back rooms of game stores where RPG sessions were being held and doing just the same, watching these older guys sit around a table and speak in character as they explored some fiendish underworld. It's not for everyone, I'll readily admit, but there's no question that it has a long pedigree in our hobby. We had so much fun that I think we dawdled a bit and so we reached the conclusion of the adventure rather late, resulting in a less than satisfactory conclusion to it, a fact Ed noted to me afterwards.
Looking back on the session now, one things really sticks with me. Though Ed was clearly more interested in characterization than many old school referees, he was nevertheless very keen to use player skill as the deciding factor in most instances. He didn't call for dice rolls a lot and, when he did, they were for things like saving throws or weapon damage. When we encountered a trap or a puzzle, we had to work them it for ourselves; we couldn't just "make a Spot check at DC 15" to find what we needed. The longer I am involved in old school gaming, the more convinced I am that that is the crux of the difference between older games and newer ones. For all the ways that Ed's refereeing might cause some grognards' skin to crawl, he is nevertheless, fundamentally, "one of us." He clearly gets that rolling dice should never be a substitute for individual cleverness and creative thinking. I had great fun playing in his adventure and would very happily do so again. I don't doubt that all the other players who sat around that table with me for four hours last weekend feel exactly the same.
Labels:
ADnD,
conventions,
forgotten realms,
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memories,
old school,
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Wednesday, August 17, 2011
OSRCon Thoughts (Part III)
After I completed my second session of refereeing Dwimmermount, there was a short break, followed by an hour-long Q&A session, featuring myself, Ed Greenwood, Alex Von Thorn, and Glenn Pearce. Discussion was open-ended, though vaguely focused on the question of "How has the hobby changed since the 1970s and 1980s?"
I don't think it's a secret to say that Ed Greenwood loves an audience. So, while there were four of us on the panel, it was really Ed's show and I was fine with that, because I absolutely love listening to Ed tell stories and generally ham it up for the crowd. I should say, though, that Ed made every effort to include the rest of us in the discussion, often specifically directing questions or comments toward us, so that we could respond. He acted as an impromptu moderator of the panel, albeit one who participated fully in the discussion.
And, as I said, I didn't mind at all, since, frankly, Ed's extremely entertaining to listen to. He had a lot of great stories to share, including tales of his introduction to the hobby and his entry into professional writing ("TSR was clearly desperate"). He also ventured his opinion about the current edition of D&D ("It's a different game entirely") and how TSR drew the wrong lessons from the popularity of the Forgotten Realms, to the detriment of both the company and the setting. Glenn Pearce of the Napoleonic Miniatures Wargames Society of Toronto also had a lot of interesting things to say. What I found most fascinating was how the rise, success, and decline of miniatures wargaming so closely mirrors what has happened in our own hobby. For example, Mr Pearce mentioned that 15mm Napoleonics minis were easily obtainable through department stores in the 1960s and '70s, something I never knew. I was reminded of a similar situation with regards to RPGs in my own youth.
The panel lasted only an hour, so there wasn't a vast scope for discussion, but it was worthwhile nonetheless. What strikes me now, in looking back on it, is that everyone on the panel felt that good games have no expiry date. They are -- or at least can be -- every bit as fun to play at age 40 as they were at age 10. That's certainly my feeling on the matter. The notion that you "can't go home again" is only true in a very limited sense. Certainly I can never again be the naive and wide-eyed kid I was in 1979, but that doesn't mean I still can't enjoy the same things I did back then. I may enjoy them somewhat differently than I did back then -- but I still enjoy them and see no reason why that has to change.
I don't think it's a secret to say that Ed Greenwood loves an audience. So, while there were four of us on the panel, it was really Ed's show and I was fine with that, because I absolutely love listening to Ed tell stories and generally ham it up for the crowd. I should say, though, that Ed made every effort to include the rest of us in the discussion, often specifically directing questions or comments toward us, so that we could respond. He acted as an impromptu moderator of the panel, albeit one who participated fully in the discussion.
And, as I said, I didn't mind at all, since, frankly, Ed's extremely entertaining to listen to. He had a lot of great stories to share, including tales of his introduction to the hobby and his entry into professional writing ("TSR was clearly desperate"). He also ventured his opinion about the current edition of D&D ("It's a different game entirely") and how TSR drew the wrong lessons from the popularity of the Forgotten Realms, to the detriment of both the company and the setting. Glenn Pearce of the Napoleonic Miniatures Wargames Society of Toronto also had a lot of interesting things to say. What I found most fascinating was how the rise, success, and decline of miniatures wargaming so closely mirrors what has happened in our own hobby. For example, Mr Pearce mentioned that 15mm Napoleonics minis were easily obtainable through department stores in the 1960s and '70s, something I never knew. I was reminded of a similar situation with regards to RPGs in my own youth.
The panel lasted only an hour, so there wasn't a vast scope for discussion, but it was worthwhile nonetheless. What strikes me now, in looking back on it, is that everyone on the panel felt that good games have no expiry date. They are -- or at least can be -- every bit as fun to play at age 40 as they were at age 10. That's certainly my feeling on the matter. The notion that you "can't go home again" is only true in a very limited sense. Certainly I can never again be the naive and wide-eyed kid I was in 1979, but that doesn't mean I still can't enjoy the same things I did back then. I may enjoy them somewhat differently than I did back then -- but I still enjoy them and see no reason why that has to change.
Labels:
conventions,
history,
memories,
musings,
old school,
osrcon
Tuesday, August 16, 2011
OSRCon Thoughts (Part II)
The second day of OSRCon was a long one for me, beginning at 9:30 am and finishing at 7:30 pm, with scarcely a break. That probably explains why, by the end of the day, I had a terrible headache that prevented me from fully enjoying the AD&D game I played with Ed Greenwood as DM in the afternoon/evening (about which I'll say more later).
My second session refereeing was also devoted to exploring Dwimmermount using the OD&D rules. This time, it was the infamous third level -- The House of Portals -- to which the PCs were dispatched by a sage named Fandel who was looking for evidence that three of its otherworldly gates were still operable after so many centuries of disuse. Again, the PCs were pre-generated, though of more experience than those used in the previous day's session (5001 XP each, so generally 3rd or 4th level, depending on class). A couple of my players were repeats from the day before, but most were new. Of those that returned, one decided to play the "same" character -- a dwarf fighter -- explaining away the difference in ability scores between the 1st-level and 3rd-level versions as the result of age and misadventure. I have to admit that I rather liked that explanation.
The House of Portals is a big level and one that's been extensively -- though not completely -- explored by the players in my face-to-face Dwimmermount campaign. Consequently, when the players at OSRCon came to various rooms, they saw evidence of my regular players' actions in the way that certain traps had already been sprung or items were missing from where they expected them to be. To me, Dwimmermount is a "living" place, constantly changing in response to what happens in any sessions I run using it. Until now, though, I'd never run a second group through the dungeon, so there was never an opportunity to highlight this fact in quite this way. The OSRCon players found it intriguing and noteworthy enough to comment on it a couple of times. For a moment, I got a flash of what it might have been like to have played in one of those early campaigns of old, where there were 20+ players who all explored the same megadungeon at different times.
The session itself went well and the players were, again, excellent. What impressed me most was how thorough and focused they were in their exploration of the dungeon. They took note of everything and made their decisions about which way to proceed based on the information they received and how well it jibed with what they were looking for. From my perspective, it was a thing of beauty, as was the way that the players spent time speaking, in character, with one another, as they debated the best course of action. As the referee, this made the session run really smoothly. Plus, it was just plain fun to watch.
At the end of the session, several of the players expressed interest in continuing their explorations later. They'd just found the portal to the Red Planet of Areon -- two of them even went through to see that the portal still worked -- and were really keen on spending more time there, but we ran out of time. That's why I'm thinking ever more of starting up regular open-ended Dwimmermount sessions on Google+ in the near future with a rotating cast of characters (and players). More on that as details become clearer.
My second session refereeing was also devoted to exploring Dwimmermount using the OD&D rules. This time, it was the infamous third level -- The House of Portals -- to which the PCs were dispatched by a sage named Fandel who was looking for evidence that three of its otherworldly gates were still operable after so many centuries of disuse. Again, the PCs were pre-generated, though of more experience than those used in the previous day's session (5001 XP each, so generally 3rd or 4th level, depending on class). A couple of my players were repeats from the day before, but most were new. Of those that returned, one decided to play the "same" character -- a dwarf fighter -- explaining away the difference in ability scores between the 1st-level and 3rd-level versions as the result of age and misadventure. I have to admit that I rather liked that explanation.
The House of Portals is a big level and one that's been extensively -- though not completely -- explored by the players in my face-to-face Dwimmermount campaign. Consequently, when the players at OSRCon came to various rooms, they saw evidence of my regular players' actions in the way that certain traps had already been sprung or items were missing from where they expected them to be. To me, Dwimmermount is a "living" place, constantly changing in response to what happens in any sessions I run using it. Until now, though, I'd never run a second group through the dungeon, so there was never an opportunity to highlight this fact in quite this way. The OSRCon players found it intriguing and noteworthy enough to comment on it a couple of times. For a moment, I got a flash of what it might have been like to have played in one of those early campaigns of old, where there were 20+ players who all explored the same megadungeon at different times.
The session itself went well and the players were, again, excellent. What impressed me most was how thorough and focused they were in their exploration of the dungeon. They took note of everything and made their decisions about which way to proceed based on the information they received and how well it jibed with what they were looking for. From my perspective, it was a thing of beauty, as was the way that the players spent time speaking, in character, with one another, as they debated the best course of action. As the referee, this made the session run really smoothly. Plus, it was just plain fun to watch.
At the end of the session, several of the players expressed interest in continuing their explorations later. They'd just found the portal to the Red Planet of Areon -- two of them even went through to see that the portal still worked -- and were really keen on spending more time there, but we ran out of time. That's why I'm thinking ever more of starting up regular open-ended Dwimmermount sessions on Google+ in the near future with a rotating cast of characters (and players). More on that as details become clearer.
Labels:
conventions,
dwimmermount,
memories,
musings,
old school,
osrcon
OSRCon Thoughts (Part I)
Originally, I'd planned to write a single post summing up my thoughts and feelings about everything I did and saw while at OSRCon this past weekend, but I've now become convinced that there's enough of interest to justify several posts. Let me start by praising both the convention's organizer, Chris Cunnington, and its sponsor, the Merrill Collection of Science Fiction, Speculation & Fantasy for making this happen. The con went off without any hitch that I could detect and the facilities at the Lillian H. Smith library were fantastic. So, kudos to everyone who helped inaugurate what I hope will be a long-lasting tradition here in Toronto.
As I'm certain I've stated innumerable times before, I am not a con-goer. I've been to GenCon and Origins once each and am frankly not in a huge hurry to attend either again anytime soon. I find such gatherings simply too overwhelming to enjoy properly. Likewise, I haven't run an adventure for a group of total strangers since I did so at "RPG days" at local libraries back in Baltimore County in the early 1980s. I've got a long-established group of players with whom I've been playing since the early 1990s and the last new player added to that group joined us over a decade ago. Consequently, it's no exaggeration to say that I felt some trepidation at the thought of attending OSRCon.
As it turned out, I had no reason whatsoever to be concerned. I very quickly felt quite comfortable, due in no small part to Chris Cunnington's excellent organization and discussions with me beforehand. But, much as I wish to praise Chris, even more do I wish to praise the con's attendees, who were, to a man, some of the friendliest and most pleasant gamers I've had the occasion to meet. As I noted in a comment to an earlier post, gamers have a reputation for being socially awkward misfits who are in large part responsible for the bad impressions outsiders have of our shared hobby. I came away from OSRCon with the feeling that, while that description may be true of some gamers, it certainly isn't true of most of them, certainly not any of those with whom I interacted over the course of two days. I won't go so far as to claim that "the ugly gamer" is wholly a myth, even if I am sure that he's not as common a creature as conventional wisdom would have us believe.
On Friday, I ran a single four-hour session of my Dwimmermount megadungeon. This session had six players -- the maximum allowed to register -- and involved the exploration of Level 1 of the mountain fortress. All the players used pre-generated characters, resulting in a party that consisted of two dwarves, a fighting man, a cleric of Typhon, a magic-user, and a thief. I was (mostly) using LBB + Greyhawk OD&D, supplemented with a few minor house rules. I allowed spellcasters to choose their own spells and used Jeff's "deck of stuff" to give each character something unusual to play with. I also provided a frame for the session: the PCs were sent by some dwarves to seek out the whereabouts of a dwarven cemetery reputed to be on the first level, as well as to determine what had become of a previous scouting party, consisting of three dwarves and a gnome, that never returned from their mission. This latter bit proved very useful, since it kept the players focused. Otherwise, four hours could easily have elapsed without any sense of "conclusion," if you catch my meaning.
There are many things that stick with me after Friday's session. The first was just how fresh Dwimmermount became when seen through the eyes of players who'd never walked its corridors before. I've been running that megadungeon for 2+ years now with the same crew of players and, while it's still fun for us, familiarity can sometimes breed contempt. Playing it with new people made it all seem new, even to me, and that's a terrific feeling. Also, I felt very much at ease refereeing, since I knew the dungeon inside and out already, having run it many times previously. This afforded me the opportunity to present everything I already knew in an entertaining and intriguing way. Whatever "stage fright" I had when I first sat down at the table quickly evaporated.
What was also neat to watch was how quickly this group, consisting of people who didn't know each other before the con, cohered into a unified party. They acted as a group and did so well. Furthermore, their characters, who began as little more than a jumble of stats I handed them, were true characters by the end of the session, so much so in fact that I found myself wishing I could continue to play with this same group again in the future. It was amazing to watch them them develop tactics and procedures as they dealt with the tricks, traps, and monsters they encountered. There were times when I felt myself transported back to those heady days when my friends I did the same and it confirmed for me that it is possible to go home again. Good games never get old and D&D is a very good game.
There are too many moments from the session to recount and this entry has already gone on longer than I anticipated, so I won't share most of them here. However, the one that really stayed with me is one where, having fought innumerable small skirmishes with kobolds in the caves leading to where the PCs felt the dwarven cemetery was located, they corned a large band of them and attempted to parley with them. One of the dwarves, believing that negotiation might work, offered to help the kobolds against the orcs inhabiting another part of the dungeon in exchange for the kobolds' leaving the dwarven cemetery alone. The kobolds were unwilling to accept this offer, since, as they explained, "We need the dead dwarves to replenish our numbers." Yes, that's right: kobolds are made from dead dwarves in the Dwimmermount setting. Upon learning this, the formerly pacific dwarf raised his warhammer (which he dubbed "Grool") and ran right into the kobolds' midst to slay them. As he explained later to his companions, "I pitied them at first, but, now that I know what they're doing, they must all die!" It was a great moment in a session filled with them.
As I'm certain I've stated innumerable times before, I am not a con-goer. I've been to GenCon and Origins once each and am frankly not in a huge hurry to attend either again anytime soon. I find such gatherings simply too overwhelming to enjoy properly. Likewise, I haven't run an adventure for a group of total strangers since I did so at "RPG days" at local libraries back in Baltimore County in the early 1980s. I've got a long-established group of players with whom I've been playing since the early 1990s and the last new player added to that group joined us over a decade ago. Consequently, it's no exaggeration to say that I felt some trepidation at the thought of attending OSRCon.
As it turned out, I had no reason whatsoever to be concerned. I very quickly felt quite comfortable, due in no small part to Chris Cunnington's excellent organization and discussions with me beforehand. But, much as I wish to praise Chris, even more do I wish to praise the con's attendees, who were, to a man, some of the friendliest and most pleasant gamers I've had the occasion to meet. As I noted in a comment to an earlier post, gamers have a reputation for being socially awkward misfits who are in large part responsible for the bad impressions outsiders have of our shared hobby. I came away from OSRCon with the feeling that, while that description may be true of some gamers, it certainly isn't true of most of them, certainly not any of those with whom I interacted over the course of two days. I won't go so far as to claim that "the ugly gamer" is wholly a myth, even if I am sure that he's not as common a creature as conventional wisdom would have us believe.
On Friday, I ran a single four-hour session of my Dwimmermount megadungeon. This session had six players -- the maximum allowed to register -- and involved the exploration of Level 1 of the mountain fortress. All the players used pre-generated characters, resulting in a party that consisted of two dwarves, a fighting man, a cleric of Typhon, a magic-user, and a thief. I was (mostly) using LBB + Greyhawk OD&D, supplemented with a few minor house rules. I allowed spellcasters to choose their own spells and used Jeff's "deck of stuff" to give each character something unusual to play with. I also provided a frame for the session: the PCs were sent by some dwarves to seek out the whereabouts of a dwarven cemetery reputed to be on the first level, as well as to determine what had become of a previous scouting party, consisting of three dwarves and a gnome, that never returned from their mission. This latter bit proved very useful, since it kept the players focused. Otherwise, four hours could easily have elapsed without any sense of "conclusion," if you catch my meaning.
There are many things that stick with me after Friday's session. The first was just how fresh Dwimmermount became when seen through the eyes of players who'd never walked its corridors before. I've been running that megadungeon for 2+ years now with the same crew of players and, while it's still fun for us, familiarity can sometimes breed contempt. Playing it with new people made it all seem new, even to me, and that's a terrific feeling. Also, I felt very much at ease refereeing, since I knew the dungeon inside and out already, having run it many times previously. This afforded me the opportunity to present everything I already knew in an entertaining and intriguing way. Whatever "stage fright" I had when I first sat down at the table quickly evaporated.
What was also neat to watch was how quickly this group, consisting of people who didn't know each other before the con, cohered into a unified party. They acted as a group and did so well. Furthermore, their characters, who began as little more than a jumble of stats I handed them, were true characters by the end of the session, so much so in fact that I found myself wishing I could continue to play with this same group again in the future. It was amazing to watch them them develop tactics and procedures as they dealt with the tricks, traps, and monsters they encountered. There were times when I felt myself transported back to those heady days when my friends I did the same and it confirmed for me that it is possible to go home again. Good games never get old and D&D is a very good game.
There are too many moments from the session to recount and this entry has already gone on longer than I anticipated, so I won't share most of them here. However, the one that really stayed with me is one where, having fought innumerable small skirmishes with kobolds in the caves leading to where the PCs felt the dwarven cemetery was located, they corned a large band of them and attempted to parley with them. One of the dwarves, believing that negotiation might work, offered to help the kobolds against the orcs inhabiting another part of the dungeon in exchange for the kobolds' leaving the dwarven cemetery alone. The kobolds were unwilling to accept this offer, since, as they explained, "We need the dead dwarves to replenish our numbers." Yes, that's right: kobolds are made from dead dwarves in the Dwimmermount setting. Upon learning this, the formerly pacific dwarf raised his warhammer (which he dubbed "Grool") and ran right into the kobolds' midst to slay them. As he explained later to his companions, "I pitied them at first, but, now that I know what they're doing, they must all die!" It was a great moment in a session filled with them.
Labels:
conventions,
dwimmermount,
memories,
musings,
old school,
osrcon
Saturday, August 13, 2011
OSRCon, Day 2
The second and final day of OSRCon was today and it was just as enjoyable as yesterday. I'll give a fuller report of events either tomorrow or Monday, but I will share a couple of photos from today's question and answer session with its guests.
Here's one of many of the attendees of the conventions. I was pleased by the wide range of ages represented.
This is a long shot of one of the halls in which the convention was held. You can see the four panelists for the Q&A session (I'm the short guy on the far left).
Here's a group shot of the four of us on the panel discussing the past and present of RPGs and wargaming. That's me on the left. Ed Greenwood is sitting next to me. Next to him in the hat is Alex Von Thorn, who owned and operated a game store here in Toronto for over 20 years. He's also the author of "The Politics of Hell," from issue #28 of Dragon, among several other works. On the far right is Glenn Pearce, who's a member of the Napoleonic Miniatures Wargame Society of Toronto.
This is a close-up of the four panelists.
I'm tired and a little under the weather after the last couple of days' activities, so I'll save in-depth commentary for later. Once again, I'll just say that the con was good fun for all involved and I'm already looking forward to attending again next year.
Here's one of many of the attendees of the conventions. I was pleased by the wide range of ages represented.
This is a long shot of one of the halls in which the convention was held. You can see the four panelists for the Q&A session (I'm the short guy on the far left).
Here's a group shot of the four of us on the panel discussing the past and present of RPGs and wargaming. That's me on the left. Ed Greenwood is sitting next to me. Next to him in the hat is Alex Von Thorn, who owned and operated a game store here in Toronto for over 20 years. He's also the author of "The Politics of Hell," from issue #28 of Dragon, among several other works. On the far right is Glenn Pearce, who's a member of the Napoleonic Miniatures Wargame Society of Toronto.
This is a close-up of the four panelists.
I'm tired and a little under the weather after the last couple of days' activities, so I'll save in-depth commentary for later. Once again, I'll just say that the con was good fun for all involved and I'm already looking forward to attending again next year.
Friday, August 12, 2011
OSRCon, Day 1
I'm back from Day 1 of OSRCon and had a blast. I ran six players through Dwimmermount on a quest to find the location of a dwarven cemetery reputed to be hidden somewhere on the first level. I'll have more to say in depth about the session and its events, but, for now, let me say what a joy it was to play D&D with people I'd never met before. I'm really looking forward to doing it again tomorrow, as well as at future conventions.
Here's a shot of our table, while the players are in the midst of a desperate fight against kobolds. The guys at the table behind us were playing AD&D and seemed to be having a great time, too.
Here's a shot of our table, while the players are in the midst of a desperate fight against kobolds. The guys at the table behind us were playing AD&D and seemed to be having a great time, too.
OSRCon Bound
I'm off to OSRCon shortly, where I'll be running several intrepid players through the first level of Dwimmermount. Wish me luck!
I'll have photos and commentary about the con after it's all over and I've had the chance to recuperate, probably sometime Sunday or Monday.
I'll have photos and commentary about the con after it's all over and I've had the chance to recuperate, probably sometime Sunday or Monday.
Wednesday, August 10, 2011
Preparing for the Con
As I'm sure many of you are well aware by now, this Friday and Saturday I'll be attending OSRCon here in Toronto, where I'll be running two sessions of my Dwimmermount megadungeon, as well as participating in a panel discussion and playing in a Forgotten Realms adventure refereed by Ed Greenwood. Though I'll admit to some degree of "stage fright" at the prospect of refereeing for a bunch of total strangers, I'm also really looking forward to these two days. This is the first time a gathering of this kind has happened in the city and, with luck, it'll become a tradition we repeat every summer for many years to come. Plus, it'll be a good opportunity to make contact with other fans of old school games locally.
Now, as I've noted before, I'm not a regular con goer, let alone experienced in the ways of con refereeing. Victor Raymond gave me some excellent advice in our lengthy conversation yesterday, but I'd still love to hear any additional advice anyone can offer me. So, if you're someone who's ever refereed an event at a convention, especially a dungeoncrawl-style adventure, share your words of wisdom with me, please. Any insights, thoughts, or warnings you can offer me would be greatly appreciated.
Thanks!
Now, as I've noted before, I'm not a regular con goer, let alone experienced in the ways of con refereeing. Victor Raymond gave me some excellent advice in our lengthy conversation yesterday, but I'd still love to hear any additional advice anyone can offer me. So, if you're someone who's ever refereed an event at a convention, especially a dungeoncrawl-style adventure, share your words of wisdom with me, please. Any insights, thoughts, or warnings you can offer me would be greatly appreciated.
Thanks!
Sunday, July 31, 2011
Referee Screen Help
OSRCon is less than two weeks away now and I'll be running two sessions of Dwimmermount. I've been spending my copious spare time (ha!) getting things ready for the con, like having a goodly supply of pre-generated characters and hirelings. I'm also trying to decide whether or not I should try and lug my dungeon tiles and minis down to the con; I can see pros and cons to both sides of this question.
One of the other things I'm pondering is the use of a referee's screen. In general, I don't use them nowadays, but I can definitely see its having some utility at the convention. The problem is that I don't currently have a OD&D/Labyrinth Lord screen that I like and don't know where I'd obtain one. Yes, there is the Advanced Labyrinth Lord Screen, which is awesome. However, I'm not using the Advanced Edition Companion, so it's not quite what I'm looking for, though, it'd serve in a pinch. Of course, I've also never turned some PDF pages into a screen capable of standing up, so there are still issues to resolve regardless.
With that in mind, if anyone has any advice on this score, I'd appreciate hearing it, especially when it comes to creating a screen for myself, since that's likely what I'll have to do in order to get panels that include all the information I find most useful in play (such as some charts from the Ready Ref Sheets).
Thanks in advance.
One of the other things I'm pondering is the use of a referee's screen. In general, I don't use them nowadays, but I can definitely see its having some utility at the convention. The problem is that I don't currently have a OD&D/Labyrinth Lord screen that I like and don't know where I'd obtain one. Yes, there is the Advanced Labyrinth Lord Screen, which is awesome. However, I'm not using the Advanced Edition Companion, so it's not quite what I'm looking for, though, it'd serve in a pinch. Of course, I've also never turned some PDF pages into a screen capable of standing up, so there are still issues to resolve regardless.
With that in mind, if anyone has any advice on this score, I'd appreciate hearing it, especially when it comes to creating a screen for myself, since that's likely what I'll have to do in order to get panels that include all the information I find most useful in play (such as some charts from the Ready Ref Sheets).
Thanks in advance.
Saturday, July 23, 2011
PDF Help Requested
As some of you know, next month I'll be running two Dwimmermount sessions at OSRCon here in Toronto. In between getting the first Dwimmermount Codex, Petty Gods, and Thousand Suns ready for publication over the next couple of months (which is why posts have been fewer than usual this month -- sorry), I've also been preparing for the con by making sure I have a surfeit of pregenerated characters for people to use. Ideally, I'd like to have these characters printed up on the nifty Dwimmermount record sheet Lester B. Portly, Esq. did for me last year.
As I get older, my handwriting turns ever more into an illegible scrawl, so I'd prefer it if I could turn the PDF I have of the record sheet into an editable one. That'd both save my hand the pain of writing out so many sheets and save the players the trouble of deciphering my chicken scratch. Alas, the PDF I have isn't editable and I lack both the knowledge and tools needed to make it so. Now, if anyone out there in the ether does know how to do this, I'd appreciate a hand in fixing this situation. Just drop me a line and I'll get you whatever you need to make this happen.
Thanks in advance!
As I get older, my handwriting turns ever more into an illegible scrawl, so I'd prefer it if I could turn the PDF I have of the record sheet into an editable one. That'd both save my hand the pain of writing out so many sheets and save the players the trouble of deciphering my chicken scratch. Alas, the PDF I have isn't editable and I lack both the knowledge and tools needed to make it so. Now, if anyone out there in the ether does know how to do this, I'd appreciate a hand in fixing this situation. Just drop me a line and I'll get you whatever you need to make this happen.
Thanks in advance!
Tuesday, June 14, 2011
OSRCon Dwimmermount Sessions
Since I've been asked about this, I thought I should make a post here in order to clarify a couple of things about my two Dwimmermount sessions at August's OSRCon here in Toronto.
First, the rules will be my idiosyncratic LBBs + supplements mix. Any rules peculiarities will be explained beforehand and, if I'm diligent, I'll even type them up on a handy reference sheet.
Second, the two sessions take place on different levels of the Dwimmermount megadungeon. The Friday session is on level one, the Path of Mavors, and the Saturday session is one of the third levels, the House of Portals.
Third, I'll provide pre-generated PCs for all involved, including retainers. Those involved in the Friday session will be fresh 1st-level characters, while those involved in the Saturday session will be more experienced characters with 5000 XP each.
I'm still debating whether it would be worth it to lug all my miniatures and Hirst Arts blocks down to the con to use at the table or not. A big factor, too, is that I'm not sure I have minis for all the monsters on those two levels, which rather undermines the spectacle of the thing. I have some time to think about it, though.
First, the rules will be my idiosyncratic LBBs + supplements mix. Any rules peculiarities will be explained beforehand and, if I'm diligent, I'll even type them up on a handy reference sheet.
Second, the two sessions take place on different levels of the Dwimmermount megadungeon. The Friday session is on level one, the Path of Mavors, and the Saturday session is one of the third levels, the House of Portals.
Third, I'll provide pre-generated PCs for all involved, including retainers. Those involved in the Friday session will be fresh 1st-level characters, while those involved in the Saturday session will be more experienced characters with 5000 XP each.
I'm still debating whether it would be worth it to lug all my miniatures and Hirst Arts blocks down to the con to use at the table or not. A big factor, too, is that I'm not sure I have minis for all the monsters on those two levels, which rather undermines the spectacle of the thing. I have some time to think about it, though.
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