Wednesday, April 13, 2011
Monster Business
Monster Business
A table for determining the activities and pursuits of your dungeon's monstrous population when the party opens the door to their room.
For Non-Intelligent types roll 1d20.
Roll 1d00 for the Smarter Fellas.
1.Bonkers! Wooo-Weee!
2.Chasing Fireflies for fun
3.Cornering Lunch and will be mad if it gets away
4.Dozing peacefully but half-awake
5.Eating Dinner and hates interruptions
6.Ensnared. Caught fast in a Trap
7.Fighting! One another or some other Monster(s)
8.Ill and in no mood to fight or chase
9.Laying in Wait for intruders
10.Near Death. Pretty low on Hits and knows it
11.Paralyzed by Fae Dust
12.Prowling as stealthily as possible
13.Ready to Pounce on overworlders
14.Recovering from severe mystery meat indigestion
15.Relieving oneself/themselves
16.Resting and not particularly vigilant
17.Snoring loudly
18.Starving and desperate for vittles
19.Unconscious. Out cold and helpless
20.Wounded and pissed off
21.Arguing loudly. Possibly with oneself
22.Boozing it up and somewhat buzzed
23.Bored to tears
24.Bound and gagged
25.Bug-Bitten. Swollen welts, itching, maddened
26.Building a teetering House of Bones
27.Bullying something much smaller for fun
28.Carving a warning into the door
29.Chiseling initials into the wall
30.Cleaning the place. It's a mess!
31.Cleaning Toes and filing nails
32.Competing in a Belching/Farting Contest
33.Concealing some valuables in a hiding place
34.Cooking Meal and creating a stench
35.Counting Coins of silver and gold
36.Crafting a make-shift thingamabob
37.Dancing with glee or in ritual
38.Day Dreaming about the glory days
39.Debating dungeon dweller concerns. Possibly alone
40.Deep in Thought and about to reach a conclusion
41.Delusional. Might think the PC's are pals
42.Digging for already looted booty
43.Drinking socially and looking stylish. Or just alone
44.Drunk as a skunk and barely able to stand
45.Escorting prisoners to the Boss
46.Fetching a geegaw for the Boss
47.Gambling with knuckle-bones for silver and gold
48.Gnawing Bones and quite peckish
49.Guarding something of great import for the Boss
50.Hammering on something stuck shut
51.Humming a cheerful tune
52.Impersonating the Boss
53.In Hiding and fearful of pursuers
54.Infested with Dungeon Rot
55.Interrogating some hapless captives
56.Laughing and carrying-on
57.Licking the wall and floor. It's kinda salty
58.Listening for trespassing delvers
59.Looking for Trouble and happy to find some
60.Lost and more than a little embarrassed about it
61.Making something special for the Boss
62.Making Cave Drawings that are somewhat saucy
63.Meditating and contemplating the why of it all
64.Merry Making in potentially lewd and crude fashion
65.Mocking a comrade caught in a trap. Might be dead
66.Picking Nose and that's all
67.Play Acting out the parts of silly overworlders
68.Playing a Game of Eye Gouge Ewe Gouge
69.Plotting the overthrow of the Boss's regime
70.Plucking Eye Brows for one another. Or alone
71.Practicing throwing weapons at almost dead target
72.Praying for a darker, damper future for all dwellers
73.Preparing for Battle and surprised it found them
74.Preparing Meal and making a bloody mess
75.Ransacking the place looking for keys
76.Reading Dwellers Digest. Or looking at the pictures
77.Removing Ear Wax with great care
78.Repairing a malfunctioning trap
79.Replacing a splintered door
80.Rescuing a pal from a pit
81.Rough Housing and making a ruckus
82.Scraping metal on stone and piercing ears
83.Searching for that certain something
84.Setting Trap and just asking to be pushed into it
85.Shaking Down some innocent dwellers for gold
86.Sharpening weapons and/or claws
87.Singing a doleful tune in unison or solo
88.Slimed and very upset. Trying to rinse it off
89.Straightening the old homestead up for visitors
90.Talking about dweller woes, quite possibly alone
91.Telling Tall Tales of delver decimation and defeat
92.Throwing rocks. It's beats Nose-Picking
93.Torturing for the heck of it. Maybe for the Boss
94.Tossing severed heads to one another or in the air
95.Trimming Nose Hairs is routine for the discerning
96.Waiting for some moron to open that door
97.Watching fungus grow
98.Weeping for no apparent reason
99.Whistling and making weird bug noises
100.Writing Graffiti slamming the Boss's reputation
~Sham
Wednesday, April 6, 2011
Prime Swap
Prime Swap: After rolling (3d6 or 4d6-L) six times and recording the results In Order, the player can swap the character's Prime Ability with any other ability score. So FM can swap for STR, M-U can swap for INT, C can swap for WIS. Dwarves can choose STR or CON. Elves can choose STR or INT. Hobbits can choose STR or DEX. Option: Characters generated without the Prime Swap [start at 2nd level/start with maximum hits] insert your own bonus here.
This solution allows the player to generate the class he or she desires while maintaining most of the randomness realized with an In Order approach. I am not considering the optional point-buy system presented in OD&D because I adhere to the “for purposes of gaining experience only” caveat.
~Sham
Tuesday, April 5, 2011
Seven Observations and Equations
1. Game-play possibilities diminish when the term Dungeon Master is not synonymous with the term Referee.
2. The longer it takes a player to create a character the longer the player expects that character to survive.
3. Character survivability decreases as the amount of dice-rolling behind the screen increases.
4. The importance of character statistics corresponds to the amount of character generation variables.
5. The level of player meta-gaming increases or decreases at a rate equal to a game's level of complexity.
6. The more detailed the campaign world the less the characters will accomplish with each session.
7. The frequency of interruptions in play is proportionate to the significance of Alignment in a campaign.
~Sham
Friday, April 1, 2011
Restore to Factory Settings
Open your mind by beginning a new campaign with a clean slate. Dispense with the same old, same old. The idea is to reboot the way you currently play by using the Little Brown Books (or whichever particular rule set you prefer) as the only tools at your disposal. Even better use nothing more than Volume I, Men & Magic for your game. Indeed it can be difficult to complete such a mental shift, but the exercise may be both enlightening and gratifying. Some of you are doing this exact activity now, or have rebooted in the recent past. Through play and design you have likely explored new possibilities and realized much greater innovative potential.
The suggestion to restore to factory settings is in fact contrary to the very spirit of our OSR blogosphere and vast light-speed, information sharing network. It invites you to encapsulate yourself and not rely on the experiences of others, to segregate your creativity from outside influences. It's all about challenging yourself “How many brain cells am I willing to commit in order to make this pay-off?”. It might be high time for you to “Turn On, Tune In and Drop Out”. Did Sham just ask me to go away? No, not at all. You should definitely continue to visit this particular blog for more transcendent existentialism from time to time.
~Sham
Wednesday, March 23, 2011
Random Monster Determination
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And here is a scan of the two-page custom guide I have fashioned for my new megadungeon. I suppose I am letting the cat out of the bag a bit early, but yes The Bleak Beyond, my current project, is a new megadungeon. It is the bastard child of the Dismal Depths and Ulin-Uthor, the Dim Expanse. Here's the custom version scanned:
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The above guide uses my custom bestiary, itself an updated version of the Dismal Depths Bestiary. For those keeping track, there are 11 new entries and some name changes; specifically Moorlocks = Phlemoks, Boglings = Bogloids, Mole Men = Mol-Min, Sleestaks = Saristaks, Blue Gunky = Bloo-Goo, Alfar = Aelfar. There were some other minor edits as well.
The new Bleak Beyond Bestiary is now available for download, along with a printable copy of the above scanned Random Monster Determination file, both situated atop the mediafire links section to the right under SHAM'S OD&D STUFF.
In the near future there will be more information concerning the Bleak Beyond.
~Sham
Tuesday, March 22, 2011
Distribution of Monsters and Treasure
"It is a good idea to thoughtfully place several of the most important treasures, with or without monsterous guardians, and then switch to a random determination for the balance of the level."
The guide then goes on to show a multi-step d6 rolling method for such random distribution. Long-time readers will remember I covered this with a distilled approach some time back. Well, if you missed it or want to download a file explaining the mechanics behind my d6 Dungeon Rooms table, it is now hosted at mediafire and linked to the right with my other files, this one titled "d6 Dungeon Rooms".
It's a small file so here's a copy and paste. Feel free to bend, fold and mutilate to your taste. The normal version adheres mathematically to the original odds from OD&D.
d6 Dungeon Rooms
Used for initial fills or restocking of dungeon rooms
1: Monster & Treasure
2: Monster
3-5: Empty
6: Looks Empty. Roll again, on a 1-4 there is hidden Treasure
This distilled table replicates the original distribution chances from OD&D vol. III, The Underworld & Wilderness Adventures:
One-third of the rooms have a Monster, one-half of which have Treasure also.
Two-thirds of the rooms are Empty, one-sixth of which have hidden Treasure.
Or roughly:
16.67% of rooms have Monster & Treasure
16.67% of rooms have Monster
55.55% of rooms are Empty
11.11% of rooms have hidden Treasure
Feel free to Copy and Paste and further customize. As an example I altered the original to include Traps in my random dungeon distribution:
Sham's d6 Dungeon Rooms
1: Monster & Treasure
2: Monster
3-5: Empty
6: Looks Empty. Roll again, on a 1-4 there is hidden Treasure, on a 5-6 there is a Trap.
~Sham
Monday, March 7, 2011
Talking Quasqueton
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So I played D&D this past weekend for the first time in quite a little while. Recently I've been going through way too much sweating out the details and getting lost in the process with my new megadungeon campaign – to the point that I finally said screw it I just need to get this mofo started and see what happens. This has always been the best route in my experience, but I'm such a perfectionist that I often end up idling in neutral instead of simply flooring the damn thing and letting the wheels of gaming leave a patch of rubber down the middle of adventure avenue.
For many moons my default module for such impromptu starts was typically B2. The trusty Keep on the Borderlands has served me well for a few decades. There was one problem – I just wasn't feeling it this time. I couldn't get my B2 Jones on. So, I went to the old gaming closet and started to look for something else. I passed over X1 and T1 and B4 then happened upon my old pale green monochrome B1: In Search of the Unknown. In years past I never thought particularly highly of B1. Perhaps this is because in hindsight now I believe that it is in fact the module that came in my Holmes box, and not B2 as I may have misremembered. Much like my misconceptions of the Holmes edit, I think I must have similarly dismissed this quite excellent adventure module.
I decided therefore that it was high time to give In Search of the Unknown another look see. Lo and behold upon leafing through the pages I found the crude scribblings of a 12 year old; my own handwriting from '79 or so, from my earliest days of D&D. It looked like I wrote it with a blunt Venus Velvet No. 2 while riding in the back seat of my Dad's Volvo back in the day. Furthermore, it was clear I had completely disregarded the instructions from the module's author, Mike Carr.
Here are some of the entries I found, shared exactly as written 32 years ago:
2 Elves adventuring and will join Party. Grammar was not a strong suit then either.
Gloves of Bending (increases wearer's Bend Bars percent by 60%). This was placed as a foil for the Portcullis Trap above room XIII, and not an indication that I possessed the Players Handbook at the time (although the latter is certainly possible).
If Statue touched it will speak and say “Good Men, would you be so kind as to touch my eyes?” If eyes are touched, toucher must save vs spell or turn to dust. My sadistic ways were becoming evident even at 12 years old. Pity the poor toucher.
Scroll of Diminution under paper weight. Simple Potion to Scroll switcheroo. Sadistic I tell you.
An insane Dwarf is wielding a broken sword. OK. Just go with it I guess.
An Orc will challenge any one member. He is not ordinary, AC 2, HP 15, HD 4. If killed a +1 Sword will appear. Why the Orc is there and why he's willing to duel characters is a mystery, as is the magic sword.
15 Giant Ants guard 3 piles of eggs, they are friends of the bats. Each Ant has 5 GP. Apparently in this game Giant Ants were fairly intelligent and were capable of befriending bats...which also says something about the bats I suppose.
Giant Ant Chief AC 5, HP 20, HD 3. Wears +1 Chain-mail. 500 GP in chest. I can only deduce that the Giant Ants in my 12 year-old mind were more like intelligent bipedal Ant-men, capable of making friends, wearing armor and collecting riches.
Other Monsters included Green Slime, Wights, Giant Ticks, a Gargoyle and even more Giant Ants.
All of the entries I made, other than the obvious “Get-out-of-Jail-Free” Gloves of Bending, were indeed culled from the pages of the D&D Holmes edit. Apparently I had filled in this module during that short period of time in '79 before I had moved on to 1e AD&D.
Well, back to the present: I read the B1 room keys once through, did a random fill of the 56 rooms, changed the player back story and information to fit my needs, and ran B1 for possibly the second time ever. The group did not get particularly far into Quasqueton in this first session, but thus far the game is a success. In fact the first actual room the party entered, aside from the non-room entrance, was the infamous Room of Pools. I never would've guessed that would be the case, but there they were mystified by the pools and terrified of their contents. The party dispatched some Bogloids, Jackals and Thugs*, collected some loot, and headed back to the safety of Generic Town ™ at the end of the day.
After the session I took to reading the rest of the module. Mike Carr's guides and suggestions in particular drove me to write this post. I am going to give B1 some more thorough consideration and continue with thoughts on the module in the near future.
* - Some things never change. 30 years later I am still disregarding the author's instructions.
~Sham
Wednesday, March 2, 2011
Buried Treasure!
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(And the new buried treasure), There's another file added now, something new for your megadungeons titled Dungeon Treasure Maps.
What are Dungeon Treasure Maps? Let me explain. Some time back I rambled on about the possibilities of the Maps category of items included in the Treasure Types section of Vol. II. While these were intended more for wilderness adventure, the idea always tickled my fancy. I finally sat down and bashed out a system of similar maps for underworld adventures, called Dungeon Treasure Maps.
It includes some columns and tables so won't copy over well to blogger, but here are a few bits from the single-page file in case you are curious.
"Dungeon Treasure Maps are a special type of item. When the characters decipher such a map, through use of a Read Languages spell if needed, the Ref rolls on the appropriate tables and places the heretofore undiscovered secret location of the treasure trove. It is impossible to find this secret trove before the map in question is deciphered."
"How Trove is Hidden
d00
01-20: Buried: Need Picks and Shovels
21-36: Under Loose Stones: Need Pry-bars
37-50: Behind Wall: Need Sledge Hammer
51-64: Behind Locked Panel: Need Key or Lock-picker
65-73: Sealed Door: Need Hammer and Pry-bars
74-82: Sealed Door (G): Need Hammer and Pry-bars
83-91: Locked Stairwell: Need Key or Lock-picker
92-00: Locked Stairwell (G): Need Key or Lock-picker
(G): Guardians - typically Undead, Golems or other such Monsters able to lie dormant."
"Notes: Tracking down lost or buried treasure should be an exciting endeavor for the players and their characters. There's always a chance they will hit the proverbial mother-lode. Special preparations might be in order for recovering these troves, and keep in mind the noise created from all of the excavating is sure to attract the hungry and/or curious."
So there you have the buried treasure, something old and something new.
~Sham
Monday, February 28, 2011
Spicing Up Stairways
Here's a table I put together to allow you to add some tension to your next megadungeon sessions. Most games I've seen treat stairways as just so much dungeon-dressing. Use this to keep your players on their collective toes. Just don't use this for every single stairway unless you're a true sadist. Maybe a 2in6 chance but you be the judge.
Shrunk the text a bit to keep it all single line in blogger.
Spicing Up Stairways
01-03: Pit, All Pits (d6) 1-3: 10', 4,5: 20', 6: 30' in depth. These things never grow old.
04: Spiked Pit, roll 1d6 for extra damage. On a 6 roll again and add (result -1) to 6.
05: Poison-spiked Pit, as above then save or die. Someone really wants these intruders dead.
06: Flooded Pit, last time I checked armor still doesn't float. At all.
07: Crusher Pit, prepare to become dungeon graffiti.
08: Holding Pit, snaps shut and can't be opened normally. Somewhere a dinner bell rings.
09: Bottomless Pit, depth as above but use 6d6. Or more. How bottomless do you want it?
10: Double Pits, there's another pit waiting to be sprung. Maybe these things do grow old.
11-12: Sleep Gas, All Gas is invisible, slow-acting vapor. Canaries are immune to the stuff.
13-14: Poison Gas, shoulda rolled up a Canary.
15-16: Rotting Gas, lose one hit per hour until face falls off.
17-18: Delirium Gas, adventurers become acid-tripping hippies.
19-20: Maddening Gas, acute paranoia, violence, that bastard Hobbit is out to get you!
21-23: Darts, All Dart volleys cause 3d3 damage in a wide cone. Unarmored victims take +3.
24-25: Poison Darts, adding insult to injury since 1974.
26: Acid Darts, deals 4d3 instead. Armored victims start rolling item saves.
27: Capturing/Crushing Ceiling, adventurers become trapped and prepare for pain.
28: Capturing/Crushing Walls, as above but ever so slightly more forgiving. Or not.
29: Capturing/Crushing Ceiling w/ Spikes, a masterpiece of dungeon engineering.
30: Capturing/Crushing Walls w/ Spikes, are all the pointy things really necessary here?
31: Capturing/Flooding, there's a drain/fill valve hidden somewhere...right?
32: Capturing/Feeding, in 1d6 turns something big and hungry shows up. Or slithers in.
33-35: Alarm, the arrival of the party to the next level is loudly announced.
36-37: Flaming Oil, jets of slippery oil, ignited in a fireball, thick smoke, roasted intruders.
38: Spider-Blower, large fan sends clouds of upset black widows right at the poor delvers.
39: Snake-Ejector, with a click hidden panels open and drop one angry asp on each character.
40: Scorpion-Bomb, down the steps rolls a sphere with a lit fuse. Boom! Scorpion surprise!
41-43: Slide, All Slides incorporate steps that rotate into a slippery ramp. Quite ingenious.
44: Slide to Pit Below, if the buggers won't trip my trap I'll send them into it! Pick a Pit.
45: Slide and Hollywood Trap, yep – a boulder is rolling down the slide behind ya.
46: Slide to Monster, some enterprising young Monster has set up shop at the bottom.
47-48: Greased, tarnation! some fool done greased this stairway with pig-fat.
49-50: Chute, All Chutes deposit intruders deeper into the dungeon. 1d3+1 levels works.
51: Chute to Holding Cell, maybe something will come check soon. Maybe not.
52: Chute to Pool, for fun toss in piranhas or crocodiles.
53: Chute to Trap, usually a Capturing/Crushing room but there's a secret door. Possibly.
54: Chute to Monster, maybe it's sleeping. Either way the key to get out is around its neck.
55: Web-choked, annoying as all get out.
56: Smoke-filled, some wiseacre lit a bag of Monster-crap down there. It acts like Tear Gas.
57: Fungus-caked, the Clean-up Crew missed this. You might contract Dungeon-Rot here.
58: Bone-scattered, something's been tossing left-overs in here. Haunted by Undead? Yes!
59-60: Partially Caved-in, great care required. Possible collapse. A Dwarf would help.
61-62: Caved-in, pretty much just a dead end. Feel free to excavate it. Takes 200 man-hours.
63-64: Flooded, some moron filled this stairwell with water. A drain/fill valve is at the bottom.
65-67: False w/ Secret Door, to exit-less room. Fill as desired. Real steps hidden in stairwell.
68-70: Trapped w/ Secret Door, as above. Past the Secret Door is a trap and dead end. Hah!
71-72: Sentry, these blokes won't pursue, they will however defend the stairway to the end.
73-74: Toll, some way too powerful Monster extorts gold from delvers here.
75-76: Barricade, blocked by piles of Dungeon Junk. Is something besides junk in there?
77-78: Dead People, whatever killed them didn't bother to eat them. Just took their gear.
79: Lost Adventurer, the little blighter has lost his way. Might he be responsible for 77-78?
80: Madman, raving mad. The Monsters like to poke him with a stick. He collects iron spikes.
81: Portcullis, Well crud! There's a locked Portcullis blocking the way.
82: Locked Doors, heavy double-doors prevent passage. Something nearby has the key I bet.
83: Teleport to New Stairway, old tricks are often the best. No chance the dorks notice.
84: Teleport to Lonely Prison, an extremely accurately named location the Lonely Prison.
85: Teleport to Random Level, chances are 93.7% that it will be to a deeper level of course!
86-88: Random Monster from Level Below, just roll on a table.
89-91: Random Monster from Level Above, just pick from a table.
92-94: Ambushing Monster from Level Below, just pick from a fanzine.
95-97: Ambushing Monster from Level Above, just make something up already.
98-00: Clean-up Crew Member Cleaning, it's going to be upset you tracked dirt in here.
~Sham
Tuesday, July 27, 2010
In the Land of Ooo
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As a Dad I get to watch plenty of cartoons created for kids. I have been enjoying Dexter's Laboratory, Courage the Cowardly Dog and The Marvelous Misadventures of Flapjack for a while now, but this past year a new series began that is appropriate material for Ye Auld Grog n Blog. I speak of course of Pendleton Ward's Adventure Time.
Mr. Benedicto over at Eiglophian Press may have already turned some of you on to the show. If not perhaps I can encourage you to check it out.
I really took notice when one of the recurring characters, the Ice King, referred to himself as a “Magic-User” in an early episode. That's a term normally heard only in D&D circles.
In a later episode, the Ice King used the term “Magic Missile”. Another D&D term. Now I was fairly convinced of some ties to old school D&D.
The recent “Dungeon” episode sealed the deal, of course, with a Mimic, a Gelatinous Cube and a Trapper, amongst other things, protecting, what else, treasure in a dungeon. There's no doubting that Mr. Ward has some ties to old school D&D.
I recommend the Dungeon episode to any D&D fan, and I heartily endorse Adventure Time as a series. It's off-beat and is beginning to develop rather nicely.
~Sham
Sunday, July 25, 2010
The Spirit of the Matter
It's nice to enjoy the musical tastes shared by other bloggers out there who have been encouraged by my short lived but inspirational Friday Flashbacks series. Sharing music vids seemed natch to me when I started doing so a couple years back. Now it seems rather ordinary to find Youtube vids along side D&D posts. Who woulda thunk it?
Recently my ears have been treated to pure audio gold thanks to the Music Genome Project at Pandora Radio. As I type this I am rocking out and alternating between my Stiv Bators and Johnny Thunders stations. Chew on that three-chord madness. It's both enlightening and scary as hell when you discover bands that are awesome as all get out yet were formed and disbanded before you ever heard of them. Argh.
Nevertheless, the internet once more proves to be mana from the gods, by Crom.
Anyway, all of this reminded me of a time when the "so-called OSR" (I have always loved that semi-derogatory term) was represented (there were countless others involed) by but a handful of bloggers (discounting the other forms of OSR types). Ha! Disclaimers abound.
To my knowledge I was the first fool to tie D&D to Punk Rock. It really stirred me up last year when some moron linked "fatbeards" with "punk" and old school D&D guys in general. Let me tell you that absolutely NO ONE ever related Punk and D&D back in the day and the very notion was downright silly. I was there in the late 70's/early 80's, D&D and Punk simply did not co-exist outside of my off-beat leanings. Perhaps that is why I eventually linked up with another self-proclaimed Punk in Amityville Mike. To see the opinions that I had spread across the blogosphere reduced to random uninformed insults almost made me delete my web log.
In many ways I should have been flattered. Ah well. To this day I am often surprised by what insults me, and that was certainly a weaker moment. But Ye Auld Grog & Blog survived.
Back to the point. Here's a proto-OSR post (yeah I know it's not even three years old yet) with comments from some important old school types who used to read my ramblings. The definitive OD&D-Punk post which at the time flew in the face of the accepted OD&D-Metal philosophy.
All of that floated out there, I am still taking the non-formulaic DIY approach to D&D. Maybe this post and older link will convince others to do the same.
Oh, and I highly recommend both Johnny Thunders and Stiv Bators for your own Pandora stations. More on those two at a later date.
~Sham, Quixotic Referee
Friday, July 23, 2010
Magic Swords in OD&D
If you aren't familiar with Magic Swords in OD&D neither this post nor the previous one concerning them will make a whole lot of sense, so maybe an overview is in order.
Magic Swords range from +1 to +3. This is a “to-hit” bonus only unless otherwise specified. Three-quarters of all of these enchanted blades are +1 to-hit, a little over half of which confer either increased to-hit and damage bonuses versus specific monsters, object location, or wishes. A Sword +2 is listed in two varieties, one with and one without a Charm Person ability. Lastly there is a standard Sword +3, a Sword -2 Cursed, and the 1 in 100 +0 Life Drainer. All of these types are randomly determined with a d00 roll on the Swords table.
It does not end there, however. There are nearly four pages of rules for determining the other features of a Magic Sword.
All Magic Swords possess an alignment, determined by a d00 roll, and a level of intelligence from 1-12. Alignment determines who can safely pick up a Magic Sword as they will cause damage to beings of different alignment who do so. Furthermore, alignment will help the referee when making decisions concerning these items in the continuing campaign.
Intelligence will determine the additional powers and communicative abilities of the sword, if any exist. These additional “Mental Powers” include the knowledge of Languages, Read Magic, Primary Powers and Extraordinary Abilities. Communicative abilities are: None, Empathy, Speech or Telepathy. The number of languages known is determined randomly and ranges from one to ten.
The Primary Powers are diced from a table of nine fairly generic dungeon-crawling detection and location powers. Included is the infamous “Detect Meal & What Kind” entry, a sure-fire, giggle-inducing tidbit from the olden days of nerdvana.
The Extraordinary Ability Table contains a dozen spell-like powers ranging from useful abilities like Clairaudience to Telekinesis, Teleport and Fly.
All Magic Swords with Intelligence of 7 or greater will also possess an Egoism score. Ranging from 1-12, Egoism is added to Intelligence during certain situations to see if the sword “takes over” the wielder.
Lastly, there is a 1 in 10 chance that a Magic Sword will possess a special Origin/Purpose. If so, based upon its alignment, the sword will grant yet another power. Swords aligned with Law will paralyze the targets they were fabricated to defeat while swords aligned with Chaos will disintegrate their targets. Neutral swords confer a +1 to all saves power when facing their specific foes. The referee chooses what the special purpose or specific targets of the sword is, for example a sword might be designed to defeat all (Chaotic) Fighting-Men.
Philotomy says it best so you could also benefit from his wisdom.
Anyway, on with the rambling.
Using this somewhat initially cumbersome method for Magic Swords will create plenty of variety. Even the most statistically common result, a Sword +1 aligned with Law and having an Intelligence 6 or below (indicating no special powers at all) only accounts for 11.38% of all random results. Beyond that, if using the Origin/Purpose rule as written, 10% of the swords will have a special purpose which automatically grants the blade a special power. That means the most statistically common result, essentially a run of the mill Sword +1, accounts for a mere 10.24% of all Magic Swords.
Admittedly one can achieve some fairly wacky results using the system in Vol 2 for rolling up Magic Swords. That in itself is part of the charm of OD&D's clunky method.
If you have Vol 2 and wish to not deviate from the original, here are the steps you follow:
OD&D Magic Sword Determination
1. 1d00 Swords Table
2. 1d00 Alignment*
3. 1d12 Intelligence: If result is 6 or less move to Step 8.
4. 1d00 Primary Powers: As determined by Intelligence.
5. 1d00 Languages Spoken: Skip this step if Intelligence is 9 or less.
6. 1d00 Extraordinary Abilities: As determined by Intelligence or Primary Powers.
7. 1d12 Egoism
8. 1d00 Origin/Purpose**: 91-00 indicates a special purpose.
* - Percentages are reversed for sword type 83 from Step 1 (drain life ability).
** - Listed last in my opinion because at this step no powers are subsequently added on as a result of moving Intelligence and Egoism to their maximum.
Granted, if you do not have access to Vol 2 these steps mean nothing to you.
Those wishing to get the same results with an alternate feel of clunk can try the revised version I've created which perfectly replicates the original statistically without duplicating the actual content of Vol 2.
Here's a scan.
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I've made a PDF over there to the right in Sham's OD&D Stuff titled Revised Magic Sword Determination. Which reminds me, I have to finish moving all of my old Orbitfiles docs over to Mediafire one of these years.
~Sham, Quixotic Referee
Thursday, July 22, 2010
Unique Underpinnings
The following four categories each have but a 5% chance of being rolled on the Magic Items determination table: Misc. Weapons, Rings, Wands/Staves and Misc. Magic. Keep in mind that 25% of “items” are actually Maps and not Magic, then that 1 in 20, or 5%, is reduced to 3.75% for each of the four categories.
Now, within those four categories I will find the items with but a 1 in 100 chance of appearing, or a .0375% chance to be rolled randomly. There are 15 such items and each has 1 in 2,667 odds to be rolled randomly.
War Hammer +3
Spear +3
Spell Storing Ring
Ring of Many Wishes
Staff of Wizardry
Crystal Ball with ESP
Air Elemental Censor
Earth Elemental Stone
Fire Elemental Brazier
Water Elemental Bowl
Helm of Teleportation
Flying Carpet
Drums of Panic
Horn of Blasting
Mirror of Life Trapping
I was considering treating these “ultra-rares” as artifacts in some treatment in the near future. Before the players find any of these, I'll make a note as to where each one is located and remember to re-roll the result if by some slim chance one of these items pops up in a random fill. The end result is promoting the 15 items to some special status from which I can possibly create stories, rumors and even determine what protects or makes use of them within the underworld.
Although my intentions seem reasonable, there's simply no doubting the fact that I will continue to create new items; items which will invariably become more powerful than the ultra-rares. I always do and I'd be fooling myself if I decided to make these 15 rares the top of the magic item ladder, so to speak. The important aspect is these particular items are designated as unique in the campaign. This is not a new notion at all. In fact, I've read others mention that perhaps a campaign in which every single non-consumable item was unique would be interesting, a notion that I have shared myself in the past. For my current games, though, I have decided that the only unique items in the campaign, ones which will be re-rolled if they somehow appear in a random determination, are limited to the 15 rarest of the rare. For now I'll simply use the term “unique item” to describe the items elevated to this status.
Any item with historical notes, rumors and a predetermined location is deserving of a name as well. So I need to add that to the to do list for the unique items.
I think this is an exercise of note because I can already envision the numerous rooms, encounters and even sub-levels which will spring forth from such considerations. Being the dungeonista I am, you can be sure all 15 unique items will be in the deeper levels of my current underworld sprawl. Rumors and legends will beckon adventurers to seek them out and this entire process will create reliable underpinnings for both the dungeon and the campaign.
~Sham, Quixotic Referee
Wednesday, July 21, 2010
Somewhere Out There Waits Revoemag
Roll 1d00: 01-65 for a Magic Sword aligned with Law.
Roll 1d12: Intelligence of 12 for a result of three Primary Powers, one Extraordinary Power, as well as the abilities of the sword to understand Languages, communicate via Telepathy and Read Magic.
Primary Powers Table
For the three 1d00 rolls on this table I select 96-99, which states:
“Take two rolls ignoring scores over 95 except a roll of 00”.
Roll 1A: 31-40: Locate Secret Doors
Roll 1B: 41-50: Detect Traps
Roll 2A: 51-60: See Invisible
Roll 2B: 00: Roll on the Extraordinary Ability Table
Roll 3A: 00: Roll on the Extraordinary Ability Table
Roll 3B: 00: Roll on the Extraordinary Ability Table
The sword now has three more rolls on the Extraordinary Ability Table, for a total of four.
Extraordinary Ability Table
For the four 1d00 rolls on this table I select 00, which states:
“Take three rolls ignoring scores over 97”.
Those four rolls just became 12 rolls.
The following rolls are can't miss powers:
21-30: ESP
51-59: Teleportation
The sword can have double-strength powers from this table if the same roll results twice. The sword could have rolled each of the following powers twice:
41-50 twice: Double-power Telekinesis
60-68 twice: Double-power X-Ray Vision
83-87 twice: Double-power Flying
88-92 twice: Double-power Healing
93-97 twice: Double-power Strength Boost
Languages Spoken Table
A 1d00 roll of 00 indicates two rolls. 90-99 rolled twice indicates that the sword knows ten Languages.
Origin/Purpose
A 1d00 roll of 91-00 indicates a special power when striking a particular opponent. For swords aligned with Law, this added ability is to Paralyze. The sword's purpose has been chosen as “Defeat Chaos”, which means all strikes upon those aligned to Chaos causes Paralysis.
I think that's it. Oh wait, as to the type of Magic Sword.
Roll 1d00: 79-80: Sword +2, Charm Person Ability
The Sword +3 and the Life Drain Sword are excellent candidates, but the possibilities with Charm Person added to the insane list of powers, generated “randomly” using just the Vol 2 rules, would be as much fun as a barrel o' barbarians.
Here's the synopsis:
Revoemag
Sword +2, Charm Person Ability
Lawful
Intelligence 12
Ego 12
Situational Egoism 36
Revoemag can Read Magic, use Telepathy and understands 10 Languages.
The wielder of Revoemag gains the following “at will” powers:
Charm Person, Locate Secret Doors, Detect Traps, See Invisible, ESP, Teleportation, Double-power Telekinesis, Double-power X-Ray Vision, Double-power Flying.
The wielder of Revoemag gains the following limited use powers:
Double-power Healing: 1 point/3 turns or 12 points/day.
Double-power Strength Boost: 2-8 times Strength for 2-20 turns, twice per day.
Purpose: Defeat Chaos.
Special Power: Causes Paralysis when striking Chaotic opponents.
With a Situational Egoism of 36, this sword would constantly be at odds with any wielder not spending every waking moment attempting to annihilate Chaos.
Would one ever actually see a sword like Revoemag in one of my games? Sure, if the dice were friendly enough. Although the odds of this sword being rolled randomly are mind boggling to say the least.
Let's roll one using the rules to see how close to an honestly rolled campaign-breaker we can get:
Murdmuh
Sword +1
Neutral
Intelligence 7
Ego 2
Situational Egoism 9
Communicates via Empathy
Locate Secret Doors
Purpose: None
Special Power: None
That's much more like the average OD&D Magic Sword. Murdmuh is the type of sword that might remain in one's arsenal for a long while simply for the Locate Secret Doors power.
Ah well, I'll keep rolling them and my players will keep searching for that one in a quintillion sword.
~Sham, Quixotic Referee
Thursday, May 13, 2010
Don't Miss Out
It went something like this:
My Perfect DM would have
The Originality of Jeff Rients
The Know-How of James Maliszewski
The Drive of Mike Curtis
The Zeal of James Raggi
The Enthusiasm of Michael Shorten
The Imagination of Scott Driver...
And so forth. In other words the never written post would key in on aspects of some of my fellow old guard bloggers (at the time) who espoused certain characteristics I found impressive.
A lot has changed since I considered that post. Sham's Grog 'n Blog has become eerily quiet. Chgowiz has taken everything down. Mr. Driver did the same with his blogs.
The old guard has exploded from just a handful of us to some unknown number now probably eclipsing one hundred. I no longer try to keep up with all of it. It's overwhelming and I am happy to say that is a very good thing.
Fortunately, Scott Driver emailed to let me know he has returned to blogging. Those of you who missed out on his Wilderlands and Thool blogs can now find out why I have always held Scott's writing in such high esteem, and why I plan to follow his new blog closely.
My advice, and the point of this post: start following Scott's new blog now at Mandragora so you can make sure you don't miss out on your own dose of Driverisms.
~Sham, Quixotic Referee
Monday, March 8, 2010
Otherworld Miniatures - Goblinoid Games Announcement
As you may have read, these appropriately named "mini-adventures" will be written by some familiar names in our little corner of the web log multiverse.
I have some history with Otherworld Miniatures, having won the excellently sculpted, high quality BS1 - Pig-faced Orc Tribe Boxed Set, found here, in a 2008 Fight On! dungeon-writing contest. I happily agreed to contribute one of the mini-adventures when approached by Richard Scott. As it stands now my mini-adventure will be the final installment of the series so I have some time to watch the sets take off.
I'm excited about the project and based on the collection of talent involved I have no doubt that it will be very well received.
~Sham, Quixotic Referee
Friday, January 22, 2010
Gold: Lifeblood of the Underworld
Gold is woven into the very fabric of the fantasy role-playing campaign, often being the catalyst for adventure. Characters pursue gold because it is a means to an end for their goals, providing experience and wealth in order to realize greater power within the framework of the campaign world. Gold is, after all, power.
Adventuring characters gain experience through the wealth they extract from the underworld. As detailed in The First Fantasy Campaign by Dave Arneson, adventurers in the initial version of what was to become D&D were required to spend their plundered gold pursuing certain motivations in order to gain experience from it.
Gold allows experienced adventurers to bring order to the wilderness on the surface through the construction of strongholds. The forces of Law desire the plundering of gold from the clutches of Chaos in the underworld that they might spread the will of man across the land.
To further their own cause and maintain their grasp in the fantasy campaign, Chaos must oppose these efforts. He who has the gold makes the rules in a manner of speaking.
The underworld itself relies on gold, its presence attracts and emboldens monsters while luring adventurers into the unexplored reaches below. The absence of gold can lead to a dungeon's dormancy or perhaps eventual abandonment. Gold is the lifeblood of the underworld.
With the assumption that gold is more then mere currency, allow certain monsters in the fantasy campaign to become more powerful based on the amount of gold they are able to amass or otherwise keep hidden within the underworld. The underworld will often reward their efforts much in the manner that adventurers are rewarded for capturing and spending gold.
Goblin Hordes: Keeping the Lifeblood flowing
At the far end of the gold/underworld spectrum are the lowly Goblins. Being an abomination of fae-blood and spawned from the very Chaos of the underworld, Goblins find themselves attuned to gold in a manner not shared by most beings. It is their duty to keep this lifeblood of the underworld flowing, and they do so in a number of ways. Goblins place gold above all other motivations because it is one of the surest means of survival in the dark pits they call home.
Nocturnal surface raids, kidnappings and general Goblin mayhem assure that gold is always entering their world from the surface, robbing the forces of Law even if in but a small manner. Following this flow of gold are adventurers who seek to reclaim that which the Goblins have absconded with from above. The forces below value the activities of the Goblins in luring over-dwellers to their demise, and appreciate the fealty often paid to them by these dungeon underlings.
Goblins garner the benefits of gold as a collective, not individually. A typical Goblin community, or tribe for lack of a better word, consists of 40-400 Goblins as well as a King with 5-30 Guards. The King and Guards form the unit which gains a rudimentary type of experience, while the standard Goblins enjoy greater numbers and more powerful leadership.
Goblins do not earn any benefits from simply hoarding gold; removing it from circulation is how they are able to benefit from gold. Here are some possible methods through which Goblins may gain experience from plundered gold:
Goblin Gold Disposal Methods
Bury/Hide: The intent was to use it later but it is forgotten. Map optional.
Sacrifice: In pagan worship, dropped into a mindless monstrosity's lair or deep hole.
Recast: Typically into pagan idols, sometimes into nose-cleaners and the like.
Distribute: As long as the gold goes deeper into the dungeon, either as fealty, payment or tribute, and falls into the clutches of something more capable of guarding it.
Goblin tribes do not begin to gain experience until they have established a lair, with King and Guards, and subsequently disposed of 8,000 gold. At that time the King and Guards will continue to accrue experience. Individual Goblin Kings and Guards will be replaced if they perish, with no penalty, but if the entire royal court is slain the tribe loses all of its accumulated experience.
Goblin Hordes increase in membership while the King and Guards become more powerful based upon an accumulation of experience earned through gold disposal. These scores are tracked in increments called Goblin Horde Ranks, detailed below.
Goblin Horde Ranks
I – 8K: +25 Goblins, +1 Guard, K&G: AC 5, HD 1+1, SA: Max hits.
II – 16K: +50 Goblins, +2 Guard, K&G: AC 5, HD 2, SA: RT Saves.
III – 32K: +75 Goblins, +3 Guards, K&G: AC 4, HD 2+1, SA: RT To Hit.
IV – 64K: +100 Goblins, +4 Guards, K&G: AC 4, HD 3, SA: RT Damage.
V – 128K: +125 Goblins, +5 Guards, K&G: AC 3, HD 3+1, SA: Lucky.
VI – 256K+: +150 Goblins, +6 Guards, K&G: AC 3, HD 4, SA: Two Lives.
K&G: Stats for the King and Guards. King and Guards all possess Move 9 and +1 Morale, regardless of Rank. The Special Ability (SA) is only learned by the King himself, and all six are cumulative.
King Special Abilities: RT (Roll Twice, using the higher result), Lucky (King can Save vs Death to avoid a killing blow), Two Lives (King will spring from the dead once, fully healed).
Gains in tribe members are cumulative across the periods of growth. For example, a tribe at Horde Size IV would have gained 250 Goblins and 10 Guards, its King and Guards would fight with an increased level of expertise (AC 4 and HD 3).
Keep in mind that the King and Guards will often make use of any magic items found or captured if at all possible. Optionally, if gold disposal is focused in the methods of Sacrifice and Recasting into pagan idols a tribe might also realize members with shamanistic or anti-cleric abilities. These Shamans can replace Guards, or complement them.
Dragon Hoards: Establishing Hearts of Adventure
While Goblins keep the Lifeblood flowing, Dragons and potentially other powerful underworld denizens benefit from the hoards of gold they are able to establish and protect. These hoards create hubs of power, or hearts of adventure. Fed by the flow of gold above and around them, these hearts increase in size through a steady influx of wealth.
Dragons long ago learned the importance of gold, the mythical element. By hoarding wealth Dragons were able to realize greater power while preventing the growth of Law. While Dragons may take a stance of Chaos or Neutrality, and even Law in the case of Gold Dragons, they are normally opposed to the spread of civilized man as his influence sweeps across their ancestral lands. Given the ferocity and cunning of many dragons it is only natural that they are often able to collect vast amounts of gold. This then is the motivation for Dragons, by hoarding gold they gain a limited form of experience which impacts their existence in the fantasy campaign.
Dragons establish a proper Hoard much in the way characters build a stronghold; by gaining experience and using wealth. In the case of the Dragon, experience of this sort is a measure of surviving to the very old age of 100 years. The Dragon may have been accumulating wealth in its younger days, but the proper establishment of a Hoard requires a suitable lair, boasting 70,000 gold or more, and the aforementioned age requirement. Once the proper Hoard is established and cultivated the Dragon will begin to acquire greater power while attracting followers.
Dragon Hoard Ranks use a total gold equivalent value which includes copper, silver, gold, gems and jewels. The collection and massing of this wealth is measured in the increments detailed below:
Dragon Hoard Ranks
I – 70K: Followers: 30 HD. Growth: Maximum HD if not already very large.
II - 140K: Followers: 60 HD. Toughness: 7 hp/HD.
III - 210K: Followers: 120 HD. Prowess: Bite deals double damage.
IV - 280K: Followers: 180 HD. Resilience: +2 on all saves.
V - 350K: Followers: 240 HD. Fearsome Breath: penalizes saves by 3.
VI - 420K+: Followers: 300 HD. Long-winded: able to breathe 4 times per day.
Dragons surviving the loss of their Hoard will not lose their special abilities immediately but may stand a chance to watch their followers abandon them. Hoard-less Dragons so pilfered of their wealth will do everything within their power to reclaim their gold and riches. Such Hoard-less Dragons will begin to watch their experience-earned power wane over time. Subdued Dragons on the other hand will lose their special abilities once their wealth is captured and they are removed from the underworld.
The above Horde and Hoard benefits are just basic ideas; there's certainly much more that can be dreamed up to flesh out this concept of the gold/underworld system and the advantages earned by the monsters propagating it.
Just a little something I've been bashing about and I thought I'd share for your enjoyment on a rainy Friday.
~Sham, Quixotic Referee
Sunday, August 9, 2009
Much Ado 'bout Ol' Schoo' part 3
10. Writ by the Finger of God: I'm not sure this is true any longer, but at one time, early on, the entire collection of various groups I mingled with waited with baited breath for anything new offered by TSR. The Dragon was our regular fix, and the modules were our irregular binges of gaming goodness. By the time Monster Manual 2 came out, this feeling was waning. Before then, however, it felt like we were a wild-eyed, crazed pack of Gygax-addicted junkies. We'd arrive at the after-school club hoping we were the first ones to have this vital new information. Man was it cool to be the first to show up with Dragon 83 and tell the players that today they would be entering Roger Moore's The Dancing Hut. Yep, I did that. It was new, it was from TSR, and I had to limit the number of participants for fear that they might steamroll the adventure. At the time it seemed like it was impossible for TSR or anyone else to publish too much material. We were ripping through all of it and asking for more.
11. The Radiant Egg: By the time we graduated in 1984, things had turned quickly from TSR-worship to Gygax-bashing. I suppose we had devoured everything we could, and found ourselves wanting. There were some new, interesting non-D&D titles on the shelves that took the Gygax & Arneson concept, and offered fresh new themes and settings. Perhaps it was a time for change. I do think the TSR marketing at the time had a lot to do with this. D&D ads were in comic books, and there was a Saturday morning D&D cartoon that made us cringe. Only a year later Gary was actually gone from TSR. We turned upon TSR and ridiculed Gary and Greyhawk. We stopped accepting and playing everything from TSR. We started homebrewing a lot as we had done in the earliest days. I created an alien planet in my campaign called the Radiant Egg; a parody of Elves, Dwarves, Hobbits and the high fantasy of Gary's efforts, all ruled under the iron fist of a ruthless tyrant. We all had a good laugh for a number of years and settled in to a customized/kitchen sink hybrid one would loosely call D&D now. The years passed and people stopped talking about Gary. AD&D 2E was out, but by then we didn't even pay attention. Our regular games weren't quite as frequent. We had sealed ourselves off from the industry. To this day I look back and realize that the Radiant Egg was some sort of misguided pent up frustration stemming from our own reliance on TSR. Along the way we had learned enough about D&D and its concept to continue playing in perpetuity without any outside source of gaming material. In just six years we had seen it all, and come full circle back to taking pencil and paper and making the game our own. I miss Gary, I miss the old TSR, and the Radiant Egg will never be a part of any of my games in the future.
12. Winter of our Discontent: Not long after the heady days of twice a week play, after college saw many of us scatter and eventually reform, we found ourselves in something of a transformed state. Interestingly enough, our state of mind also coincided somewhat with the state of affairs at TSR. The great 80's fad of D&D was on a major downswing. Gary Gygax himself had been ousted from the company. None of us gave a damn about AD&D 2E. The guys were settling down; some engaged, others already entering the careers which they would still be in nearly 20 years later. I'm not sure if it was the gang getting older and facing real responsibilities, a loss of teenage gusto, or the game not being as fresh to us at is once was. I think it was a combination of all of these factors. We had separated and reunited after some very formative and influential years. Sure we gamed a lot during college as well, but it was never like the marathon Saturday games of the early 80's. Something happened, though. The games became more serious, more realistic, more grounded, more mundane. We had entered the long winter of our discontent, and slowly over the course of the following years the group drifted apart. Again, was this families, careers and kids, or a lack of interest in this more mature version of the game? Whatever the case may be, I have shed such unnecessary and burdensome concerns and returned to my roots; what matters now is the concept which once united us, best enjoyed in its undiluted form.
So what is old school? I'm just a Proto-New School Neo-Grognard, why the hell are you asking me? I know for a fact, based on the divergent styles I experienced in the first six years, that many readers who played during that era will offer entirely different memories and observations from the period of 1979-1985. The fact is that D&D exploded onto the scene in those years, and very soon after nearly went bankrupt. From the penthouse to the outhouse, as they say.
If hard pressed my only answer is that old school embodies the free form approach of the first decade of D&D. The one unifying element at the time was that there was no right or wrong way to play, and that everyone did so differently.
Thanks for reading, even if you only skimmed the initial summary in part one.
~Sham, Quixotic Referee
Saturday, August 8, 2009
Much Ado 'bout Ol' Schoo' part 2
4. A Spork in the Road: It wasn't long before us Proto-New Schoolers were the upperclassmen of the club. By then I had developed something of a reputation as one of the go-to DM's, and my regular group was expanding quickly. Soon it grew to include weekly gatherings on Saturdays at the Rec Center. So I was averaging 12 to 14 hours playing twice a week by then. I watched as the hobby grew. I witnessed the various media stories, and how preconceived notions of the game spun out of control. We were undaunted, and luckily our parents, with a few exceptions, had open minds. Especially my own, as I was consumed with the hobby. DM'ing that many hours a week meant I was spending a lot of free time in game prep. I watched as the non wargamers came onto the scene. Thesbians, Ren Fair folks, comic book guys, burn outs, the occasional jock or two, and the curious older siblings. None of which had any idea what they were getting into, and had never rolled dice except to move past Go and collect $200.00. The game was changing; the second revision of basic D&D was out. It was the first time that I felt uncomfortable with the way I saw the game being played, and was probably when I began running into Rules Lawyers more than ever before. Suddenly I was being told I was doing it wrong. The AD&D 1E Rules Lawyers caused us to become insular and selective, and from there we departed down a narrow path that would eventually seal us into an early 80's time capsule.
5. Because It's There: One of the things that many of us took great pleasure in accomplishing was a result of what was in print at the time. If Experience Tables went out to Level 29, so did we. Grandfather of Assassins? Check. Grand Master of Flowers? Check. Sword of Kas? Check. And so forth. I even recall one game that actually rubbed me the wrong way; I had a Dwarf who discovered all the pieces of the Rod of Seven Parts in the first game session. Now that's a really bad example of what I mean, the point is that we explored all the aspects of AD&D, including taking on various gods from the Deities & Demi-Gods hardcover. I mean come on, they had Hit Points. We had god-like PC's. Who says we shouldn't or couldn't? We did. And we talked about it for years afterwards. While my own campaigns ended up being of an extremely high power scale, the side effect was that I was forced to home brew a lot in order to keep things challenging. My players were crafty and shrewd. They were, and still are, meta-gamers. The game is a challenge, and they use every tool in their arsenal to persevere. After all, we were wargamers and we approach D&D with the same mentality; winning was more important than role-playing for us. If you print it we conquer it because it is there. Gamers will be Gamers.
6. Nebulous Stirrings: Obscure inspirations and unconventional themes always scored plenty of style points back in the day. At the time it was much easier to impress players than it is now, of course. There is very little new under the RPG Sun nearly 30 years later. Now we are often left with theorizing, philosophizing and waxing poetically about the old days. The concept is what was being explored. Mechanics and rules were secondary. Things worked, players understood the game, and the creative energy was spent on coming up with these unusual challenges or settings. Back then there was only one dungeon with aliens, mutants and robots. Yeah, that was old hat. You had to be much more original than that. The thing is that while the boundaries of the game were being pushed as far as themes and weird settings, no one, not a soul, even had the time nor inclination to worry about the rules themselves. The days of nebulous stirrings are long gone, and now it seems that mechanics and style are keeping everyone occupied. It was much more interesting when good ideas and interesting themes weren't simply rehashed ideas, and when the technical side took a backseat to the creative side.
7. Fire Burn and Cauldron Bubble: The mindset of the average D&D enthusiast during that ascent to TSR's peak was one which was likely forged by the fellows at Lake Geneva themselves. AD&D 1E had been foisted upon the masses in what was a stroke of marketing genius. First of all it was “advanced”, and second of all those hardcover books were, for their time, glorious and overflowing with Gygax's gushing descriptions. We ate it up. The thing is, we had been trained, by TSR no less, to essentially pick and choose the bits we liked, and change or ignore the rest. This of course left plenty of room for throwing the veritable kitchen sink into our games. Not only did we have OD&D and its supplements, Holmes D&D, AD&D and The Dragon magazine, we also had tons of Judges Guild material, and oddball “unofficial” publications galore. You never knew what to expect from one DM to the next. The mechanics themselves were nearly always the same across the board, but the options were never limited to AD&D. If you pulled out the Critical Hit table from the Arduin Grimoire, nobody blinked twice. If you used some strange monsters from the White Dwarf magazine, you were outwitting the players. That was part and parcel in the wild and woolly games of the day; the cauldron was bubbling over with material from a seemingly unlimited amount of resources. Even if you never once took up pen and paper and designed custom monsters or magic items, the scene was bloated with offerings in print from countless sources; and they were never out of place in anyone's campaign.
8. Under the Big Top: While this may have been more or less a reflection of the scene at the time, I have never since witnessed it again. In both our D&D Club and our Rec Center games one would find players who arrived at the game table with one or more “traveling PC's”. I've shared a story of one such famous Paladin in our club who met his demise in the then infamous Tomb of Horrors. Traveling PC's were almost expected. Very rarely did someone simply create a high level PC in order to join into a game. In such a case the DM awarded the new player with an exisiting NPC, who for one or more sessions went from Henchman to Hero, or the new guy rolled up a 1st level character and hoped that the other players would have mercy on him and keep him safe until he could contribute. Short of those options the player would show the DM his traveling character, and after possible alterations said character would be introduced to the party. I had some fun with this too many times, to the point that my players would essentially tie up and interrogate all newcomers. I had hardened them through the long campaigns. What I took from this over the years was that there was a unique sense of community amongst all of us; we were sharing in this hobby and marveling at one another's accomplishments at the same time. Even if said traveling PC's bit the dust in one of my dungeons.
~Sham Quixotic Referee
Friday, August 7, 2009
Much Ado 'bout Ol' Schoo' part I
What follows is a collection of thoughts and observations that I recall from my own experiences in what many now call the old school era. Ranging from 1979 to 1985, these were my peak D&D playing years. All 6 of them, yet it feels like a landmark event in retrospect. Very little changed in fact after 1985; that is until 2007 when I embraced OD&D. But that is not the topic at hand.
My motivation for sitting down and collecting these memories is to tackle the oft asked question, what is old school? I'm part of something dubbed the Old School Renaissance. I'm not sure what the rest of the members of the OSR think old school is, or what they believe the OSR represents, so I cannot speak for anyone else other than to say that I support the OSR because I'm a fan of TSR era D&D. Plain and simple.
I was unaware until recently that many believe the OSR has a doctrine, or some unifying philosophy. As far as I'm concerned we're a collection of vastly different fans of D&D. In that regard I do not think anything has changed since 1985, when Gary Gygax left TSR.
In the effort of keeping this easy to digest, I have broken the post into three parts, and will offer up a summary that was initially going to be included at the end.
So what are the salient points for those not wishing to dredge through the sordid details of a 40-something's recollections? I will attempt to highlight them below and hope that they form some sort of understanding and not just the realization that I'm a crusty old stick-in-the-mud.
1. A wargames background that helped us form a game simulation approach to D&D, as opposed to some desire for or notion of realism.
2. There is no right or wrong way to play D&D, and each DM did it his or her way.
3. The only defining aspect of our Proto-New School was that we definitely ad-libbed and made rulings on the fly much more often than the older players.
4. The AD&D 1E Rules Lawyers caused us to become insular and selective, and from there we departed down a narrow path that would eventually seal us into an early 80's time capsule.
5. Winning was more important than role-playing for us. If you print it we conquer it because it is there.
6. It was much more interesting when good ideas and interesting themes weren't simply rehashed ideas, and when the technical side took a backseat to the creative side.
7. The scene was bloated with offerings in print from countless sources, and they were never out of place in anyone's campaign.
8. There was a unique sense of community amongst all of us; we were sharing in this hobby and marveling at one another's accomplishments at the same time.
9. In order to find the right balance you need to experience as many different DM's styles and approaches as you can.
10. At the time it seemed like it was impossible for TSR or anyone else to publish too much material. We were ripping through all of it and asking for more.
11. In just six years we had seen it all, and come full circle back to taking pencil and paper and making the game our own.
12. What matters now is the concept which once united us, best enjoyed in its undiluted form.
1. Gamers will be Gamers: I discovered D&D on my own in 1979. No one told me about it, nor taught me how to play. The thing was, though, back then, thanks to an older brother, I had already played numerous Avalon Hill and SPI table-top wargames. My older brother didn't like D&D, but he never gave it a chance. I suppose it was because his little brother had “discovered” it. None of his die-hard Diplomacy buddies knew anything about it. I grew tired of Diplomacy; it had swept away the other wargames I enjoyed before then, like Panzerblitz and Afrika Korps. I eventually discovered other D&D players. Like me, every one of them was also a fan of wargaming. Table top wargaming to be precise, miniature wargaming was still as foreign to them as it was to me at the time. We were arriving at D&D from a wargames background that helped us form a game simulation approach to D&D, as opposed to some desire for or notion of realism.
2. Unbridled Ambition: As my circle of fellow D&D enthusiasts grew beyond the first meager gatherings, I realized that this thing was bigger than I had ever imagined. By the time I was plunged into the Wargaming Club and the D&D Club in High School, there was a palpable feeling of excitement in the air. D&D was still expanding in popularity, and would continue to do so for years afterwards. Although we didn't know it, we were riding the waves of enthusiasm that were to herald in a new era in gaming and popular culture. I arrived on this scene thinking I knew all about both wargames and D&D. I was dead wrong. It was in this atmosphere that I discovered the many different approaches and playstyles popular amongst the various groups there. The gamers were exploring many different possibilities, not simply the Tolkienesque games I had experienced prior to High School. What I learned first and something I have never forgotten since; there is no right or wrong way to play D&D, and each DM did it his way.
~Sham, Quixotic Referee