Sunday, 19 June 2011
My first experience running a con game
All in all it was a very interesting and positive experience, and I'd definitely do it again. I thought I'd write a bit about a few of the points which stood out the most.
Random Chargen
After some indecision, in the end I made the choice for fully random character creation (rather than getting the players to choose from a selection of pregens). Random chargen is such a big and (I find) fun feature of old-school D&D that it seemed a shame to not showcase it. To ease the process I'd created a few spell books for potential magic-users to choose from (see here), a very simplified list of cleric spells, and a quick-pick equipment selection.
I usually find that as a DM I can knock out Labyrinth Lord characters in 15 minutes or so, whereas generally players tend to take significantly longer, due to, I suppose, being a bit less familiar with the system, and probably thinking more about the various choices. So I was very relieved that yesterday it all went very smoothly, and, thankfully, quickly. The one point which threw me slightly was what to do if a player rolled up a character with really crap ability scores. This did happen (I think he didn't have anything above 10), and in the end I said he could have a 13 in a score of his choice, just to give him a +1 to something. I think perhaps it might have been better to just let him roll completely again, or maybe to get each player to roll two sets of attributes and choose their favourite. A minor point, anyway.
Character Connections
I made sure each of the PCs had a specific connection to one of the others, by getting them to roll on a random table ("you owe another PC lots of money", "you're a sibling or parent of another PC", etc). This was a tip which Samwise7 gave me in a comment to a previous post, and it was excellent advice.
In practice only one out of the three randomly generated connections actually had any impact on the game (that the thief character was a hired bodyguard of the magic-user), but it really helped to give the players something to riff off, so to speak, right from the beginning.
Playing with Strangers
This was one of the main things I was anxious about beforehand. I'm used to playing with a regular group, where we all get to know each other's tastes, personalities, sense of humour, and so on. I had fearful visions of sitting at a table with six strangers looking at me in a kind of stony silence, only broken by the occasional pitiful die roll. Haha. Of course, nothing of the sort happened. A friend and player in my regular game came along to the con and gave me moral support, which helped a lot (I'd definitely recommend that new con DMs try to drag a friend along!), and the other players were really friendly and enthusiastic, which was a huge relief. I mean, it's obvious to me now that, looking at it realistically, people go to a gaming con to play games and have a good time, so the vast majority of them are, I suppose, going to put something into the game they've signed up for!
This was a very good experience for me, anyway, to be able to run a game with strangers (albeit a small group), and feel confident that they were having a good time.
Tone
That brings me nicely to the next point -- the tone of the adventure. I tend to favour weird and wacky, bordering on the surreal and nonsensical at times. Much as I love this type of play, I am certainly aware that it's not everyone's cup of tea, and it's not necessarily what people are going to expect when they sign up for a game at a con. So, as I was writing my far-out sci-fi / fantasy dungeon crawl I was, at points, aware that some elements of it may be too much. The malfunctioning dimensional toilet and the sewage-elemental, for example. I personally found these kind of elements so beguiling that I just couldn't make myself remove them or tone them down, and just decided to go with it and see how the players took it!
In retrospect I think it was too much. If I'd clearly stated in the description that the game was going to have a far-out gonzo kind of vibe to it, then fair enough, but I didn't, and I think the players who didn't already know me were a bit taken aback at points. However in general the session went well, and the more nonsensical elements weren't on the whole too overwhelming.
Adventure Mission
This is another point which I'd seriously reconsider next time. The game I ran was a straight up dungeon crawl -- here's a dungeon, there's rumoured to be treasure inside, in you go. Again, I'm not sure if it was due to player expectations (though I did state in the session description "an old-school dungeon crawl"...), but I got the feeling that something a little bit more plot-based might have worked better, and kept them more engaged.
It's interesting, when I think of the big AD&D cons back in the day, I always imagine they were playing straight up dungeon crawls, so I guess that was where my inspiration came from. I have no idea if this is really how it was though.
The End
Time ran out and we didn't finish the adventure. This is, of course, far from ideal! There were several possible endings (apart from a TPK), and unfortunately we didn't reach any of them. I guess there are a couple of factors here, one being the mission of the adventure, as discussed previously, and how easy it is to reach a conclusion, and of course another being just the actual real time restraint on the session as compared with the length of the adventure.
This was something I'd considered when I was writing the adventure, and had just kind of blindly hoped I'd got it about right and it'd work out. I mean, I think everyone had a good time, which is the main thing, but I guess a really memorable session needs a feeling of conclusion somehow. Definitely something I'd consider at greater length if I do it again...
Saturday, 11 June 2011
Spell lists for con game
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So I want to come up with ways to minimize the lengthy parts of character creation, which are mainly buying equipment and choosing spells.
The first thing I've made is a selection of spell lists for potential magic-user characters to choose from. (See image, click to make much bigger!) As the PCs are all gonna be 4th level, I've just prepared three choices of memorized spells (two 1st level spells & two 2nd level spells), meaning that up to three players could be magic-users and have their own unique spell list. No choosing or leafing through books required! Also note that I'm using a house rule that magic-users get to memorize extra spells if they have high INT, these spells are also included on the lists.
A pretty neat solution, I think!
Sunday, 29 May 2011
A comparison of old and new D&D
(By the way, I just realised that this is probably my first ever "OSR philosophy" post on this blog! ;)
Back to the old-school!
A comparison of old and new D&DAs a long-time D&D player who has returned to playing a 30 years old version of the game, I thought it would be interesting to write a bit about my experiences with the venerable game, and why I'm now so much happier to be playing a very early incarnation of it.
A bit of background to my experiences with D&D: I started playing in the early 1980s, with the Basic / Expert sets. AD&D was also around at this time, and while I did buy a couple of the books I found them a bit overwhelming at that young age, and only got into AD&D when the second edition came out. I played "2e" a lot during my teens, and then gradually drifted away from roleplaying in my twenties.
When I returned to the hobby several years ago, D&D 4 was the big new thing. I duly tried it out, and also tried out the 3rd edition, and Pathfinder. The games I played were fun, sure, but somehow I found that none of these versions of the game really had that spark which the older editions had.
So here are a few thoughts on the differences I've found between the older and newer styles of D&D, and why my personal preference lies with the old. (I'm sure a lot of people prefer the newer style, and I'm not trying to convince anyone of anything here, just expressing my love of “the old ways”.)
The defining factor seems to be the terseness and sparsity of the older D&D rules, especially if you look at the original version of the game (OD&D) or the basic game which was released during the late 1970s to early 1980s. They don't cover very much, and rarely go into much depth. Later versions of the game progressively filled in these gaps (whether with the minutiae of AD&D, or the systemic rationalisation and "core mechanics" of D&D 3 / 4). However the early game solved the issue of "how to determine what happens in situation X" in a very different way: make something up on the spot! Need to know if a character can jump over a pit (there's no jumping skill)? – the DM has many options: just say yes, just say no way, roll vs DEX, give a 2 in 6 chance, etc. Completely dependant on the situation at hand.
There are many things about this system (or lack of system!), which create a play experience which I personally enjoy very much.
This is not a game of rules. The lack of specific rules and reliance on the DM to make improvised "rulings", rather than relying on pre-defined "rules", brings home an extremely important feature of old-school RPGs: the atmosphere of the game is far more immersive and mysterious if the players are thinking in terms of being their character, rather than in terms of what they're allowed to do by the rules. That's why in AD&D, for example, the players handbook only has rules for creating characters. All the other rules of the game are in the dungeon masters guide.
Improvisation. One of the things I enjoy most about the roleplaying hobby as a whole is the act of making stuff up on the spot with a group of people. It's much more fun than looking things up in books :)
Growing characters vs character builds. When the procedure for character creation is as simple as: 1. roll ability scores in order, 2. choose a class, 3. buy equipment, there's no room for the mechanical tweaking which has come to be known in later editions as "character builds" (which is, I believe, something of a game in itself!). This further brings home the fact that this game is not about rules and mechanics. Your character is differentiated from others by how you play him / her, and what experiences you go through with the character in the game, not by what numbers you have written on your character sheet. In effect you're growing or "building" your character as you play.
Less is more. Another effect of this lack of mechanically stated character options is that it actually in practice tends to give characters more options, flexibility and creativity. Characters are free to try things which, in more rules-strict editions of the game, they just wouldn't bother with, due to perhaps not having enough ranks in a certain skill, or not knowing a certain feat. As a result the game tends to feel a lot more open and free-form.
Saying yes. The lack of specific character abilities, in terms of “skills” or “feats”, has another, perhaps surprising, side-effect: it allows the DM to simply let characters do cool stuff, when appropriate. Can my wizard read the ancient magical script of the Zagdobar people? Of course he can! (As opposed to: well, let me see, how many ranks do you have in read languages?) Can my fighter do a spinning attack and try to hit the three temple guards surrounding him? He can try for sure! – make a DEX check, and if you succeed you can make an attack roll at -2 for each of them. (As opposed to: well, let me see, isn't there a feat for that?) This point can be especially relevant where success at a certain action is important for the progression of a story.
Saying no. Of course, the other side of the coin is that if a player hasn't got specific abilities written down, then the DM is equally likely to just say “no way”. Common sense generally prevails.
Making the game your own. When the "official rule book" is ambiguous and vague, DMs have a chance to interpret as necessary and as they see fit. This can give each campaign a unique flavour, as rules are interpreted in different ways.
Rules where necessary. The lack of specifics in the rule books allows the DM to expand them, if areas come up during play which are important enough to demand further rules. The end effect is that you're starting from a very rules-light system, and expanding it if needed, rather than trying to comprehend or cut down a very rules-heavy system. For example, the "official rules" for wizards creating magic items say little more than "it's up to the DM how much it costs, how long it takes, and what components or equipment are needed". If a particular group feels like this is too vague, then they can come up with something that suits their campaign. (Though I feel that this system is absolutely perfect as it is, as it allows the DM to suggest something completely tailored to the character in question.)
So that covers, in my experience, some of the big differences in style between older and newer editions of D&D. If anyone also finds this kind of style appealing, I'll be running a Labyrinth Lord game at BurgCon 20, come and join in!
Sunday, 22 May 2011
Running a con game!
I've decided to use yesterday's idea of a Manic Miner themed dungeon for the con adventure. It shall be entitled "Beneath the Radiant Dome", which I thought sounded suitably old-school :) And with rooms called things like "Skylab Landing Bay" and "Return of the Alien Kong Beast" it's clearly going to have some kind of sci-fi influences!