Showing posts with label races. Show all posts
Showing posts with label races. Show all posts
Monday, August 9, 2010
Paying attention, or "Bertram the dungeon possum"
So, while playtesting the primordial_odd rules yesterday, my six year-old son, Max, began to get bored. Now, this isn't unusual, but while he initially said he wanted to know "when we're gonna fight something", he still wandered away even during combat.
At first I got irritated, mostly because I was trying to keep the playtest running as smoothly as possible after a delayed start of making/porting characters and other things, which didn't help. Luckily, however, the characters were exploring the Upper Caves of the Darkness Beneath from Fight On! 2, and that means eight-legged dungeon possums. I should also mention that Max was playing Rex, a large, three-headed talking dog he based off of an old miniature of mine.
Rex is the first to notice the possums, due to his sense of smell. When he bounds over to them, they understandably cower in fright. Max decides that Rex is going to try and talk to them "in animal language." Um, okay. Got nothing planned for that, but he's suddenly interested. After a bit it becomes obvious that Max would really like one of the possums to be his "minion" (yeah, we saw Despicable Me, which was actually pretty good...) Again, my initial reaction was "Ugh. No. Please no more stuff to keep track of!", but again, I thought, well, this is what he wants from the game, right now, as a player. So, again, okay. One of the possums, whom I name Bertram, wants to get out of this podunk cave and see "The Big Light in the Sky", of which his ancestors tell so many frightening tales, for himself. He jumps up on Rex's back, and away we go...
And that was it---Max was hooked for the rest of the adventure. He even talked about Bertram on the way home, and how since Rex and all his other characters (Mudskel, Fire Skull, Bloodarex and others) all lived together, Bertram would become friends with them, too, and so could always come along on adventures. This was for me a big reminder of paying attention to the players---as far as I'm concerned, most of my fun comes from paying attention to what they're grooving on at any given moment and making that thing manifest itself fulling in the game. Max's inattention made me pay attention; it let me know I wasn't doing my job.
Thanks, Bertram. I have no doubt you'll become an actual character some day---you know, when you finally learn to speak "human language"...
Wednesday, June 30, 2010
You are standing in a field...
Otherness: Session 12 was held this last Sunday at the Fantasy Flight Games Event Center, which is a really great place to game. The staff was friendly and accommodating, and someone actually took a picture of Will's whitebox and LBBs, along with my copies of Greyhawk and Gods, Demigods, & Heroes---they claimed their friends wouldn't believe that someone was still playing with these rules. :) Carl was, unfortunately, working there, but he was at least able to catch some of what was going on.
So, I had a last minute inspiration and started the group out "standing in a field, west of a white house." Those of you as old as me may well remember those opening lines to Zork, the venerable text adventure game from Infocom. I think Will was the only one who picked up on it right away, but it was worth it. I didn't stick slavishly to all the details, but the main stuff was in there (D&Dized, of course) as noted on the map above. Once they opened the trap door in the living room, it led, not into the Great Underground Empire, but instead the somewhat less-whimsical Long Tombs.
I created the map for the Long Tombs using this random dungeon generator. AFAIC, it's the best out there. And, we decided to give up on mapping, so I just plunked it down on the table, showed them where they were, and they chose where they wanted to go. I noticed no angst.
As for characters, Will played Aldmore, 3rd lvl MU; Susan played Sydney, 1st lvl Fighting Girl (or Battle Maiden, as we started referring to her); Jesse, returning to game with us again after an absence, played Treehorn the 1st lvl MU; Trevor played his 2nd lvl MU Narpet, as well as running Ashley's cast-off FG (whose name is currently escaping me), and Max played a 2nd lvl three-headed dog named, of course, Rex.
Some Highlights
- The mailbox contained a mummified hand holding a piece of parchment that read, "Go not into the Long Tombs."
- The characters found a brass lanthorn that, once polished, produced a warm, golden light that seemed to be the only thing that dispelled the oppressive darkness in the attic---all other light sources guttered out as the steps were mounted.
- Trevor's FG was attacked by something in the darkness of the attic. A Grue?
- Sydney claimed a sword from the living room display case with old Elvish writing on the blade stating, Strike Once Slay Thrice.
- In the Long Tombs, they ran into a hideous, giant, scarlet amoeba with three glaring eyes and a fanged sphinctermouth. This was rolled up using Geoffrey McKinney's excellent supplement Carcosa. I've been itching to use the random Spawn of Shub-Niggurath generator for some time now... Even at 7 HD, they managed to kill it AND take its eyeballs...
- At the very end of our adventuring time, they ran into four dwarves, possibly another party of adventurers. Jesse decided to roll the Black Die of Fate (otherwise known as as 30-sided die given to me on my last birthday.) All were informed that a roll of one would be horrendous, and a roll of 30 would be wondrous. He rolled a 9, and another dwarf came around the corner, carrying a crossbow. He panicked at the sight of Rex, and fired. The bolt missed Rex; however, Treehorn was standing right behind him, and was hit for maximum damage (right between the eyes!), killing him instantly. Fate is indeed a fickle mistress...
- Jesse has introduced four characters to Otherness in two sessions, and three of them have died. That's oldskool, baby!
Friday, August 14, 2009
GRISTLEHELM
I guess they were busy at The Source last time we played---usually we get some sort of plasitic stand-up with flashy 3e heroes exposing their thighs to hold our table. In the end, though, this is more appropriately old school...Our last session, played I believe three weeks ago this Sunday, was a first: they took a run at the first full dungeon I've created since high school! Called GRISTLEHELM, it's the underground coilings of House Gristlehelm, the scions of whom were rumored to be werewolves. The last Lord Gristlehelm and his wicked brood were driven below, presumably to perish, and their castle thrown down. The ruins now are peaceful, twined with flowering ivy and birdsong. However, any who look for it can still find the thick wooden door with the spiral stairs leading down into darkness, the golden Gristlehelm wolf head snarling in a flaking scarlet field at its dark, scarred center. Some say the door was sealed with silver and magic. If so, such is no longer the case. The door ratchets open for any wishing to enter...
We had a medium-sized group this time: Will, of course, playing Melvin the Fighting Man, accompanied by his hireling Alan One-Hit; T.J. playing Punka the Fighting Man; Trevor playing Narpet the Magic User; and my son Max playing Fireskull the Skeleton Fighting Man. That's right---a new character race in Otherness. Skeletons may be Fighting Men, Magic Users or Clerics of gods of death (obviously!) They only take one point of damage from arrows, but take an additional die of damage from fire. They're also vulnerable to being Turned by good clerics or commanded by evil ones. Otherwise, they're just like you and me... This all sprung from Max buying and painting a set of undead miniatures in his own expressionistic fashion. He's made several characters now, all directly based on particular miniatures. Two of them (Bloodarex and Mudskel) have even stormed the Ruined Monastery before it was ruined, but that's another post...
A Few Interesting Things
I find I'm still using the General Conflict table from my abortive Judges Guidelines. I mean, I could do something similar with only one die, but I like the curve of two. I actually tried another iteration of these rules with Max one day and, though it worked better, still left me going "meh." I can't say I'm done with tinkering (and lately I've been thinking pretty seriously about switching over to the Holmes rules---that lies on your shoulders, Will!), but the general ODD rules are just so wonderfully SIMPLE...
I'd been perusing my pdf copy of Fight On! 5, and so floated the idea of using Paul Vermeren's Dungeon Motivations. They bit, and I ain't never going back. This is now de riguer for delvers in Otherness. Our results:
- Trying to impress a love interest
- Chronic underestimator of danger
- Has terrifying dreams commanding the character to awaken a sleeping god (Max got that one...)
- Crazy old uncle has filled PC's head with glamorous nonsense about dungeon crawling
- And (drum roll please) an actual score of 100, made by a drop-in player who was simply wating for his group to get there: A deity in disguise, visiting the dungeon as a sightseer. He had made a magic user named Exi Dor (ya get it?) and, when his group showed up, Loki (that's who he really was, you see) quipped "Well, I think you've got it from here" and vanished... Perfect.
Oh, and btw, Wuukys, from the same FO! issue, are now a totally playable Otherness race...
Some Highlights
- In the freakin' entryway, the characters found a loose stone with treasure hidden behind it. Lucky bastards!
- They found a room, painted all gold, with a big crack in the floor that disgorged a giant ant. They killed it and left quickly.
- An ambush by a group of kobolds forced them to leave the dungeon, rest for a few days, and return. It wasn't until later that I remembered that both Melvin and Fireskull, as 2nd level fighting men, should've both gotten multiple attacks against their .5 HD foes... Oh well. Of course, they didn't remember, either...
- Stumbling upon an evil cleric and his orcish henchmen, they killed the orcs and Narpet charmed the cleric. Since this was apparently once a wine-cellar, they also decided to drink some of the wine. A random roll found it to be extremely intoxicating...
- Now that the cleric (Octague) was Narpet's best friend, he showed them them the way he'd gotten in, which led through a room featuring a warm, algae-scummed pool with a demonic statue cavorting in the middle of it.
- Octague led them to a large room filled with old chains, hobbles and muzzles, including the skeleton of dire wolf. Large double doors to the west were ignored, and instead they followed the cleric out the doors to the east, up through a worked cave mouth and into the woods outside. In hollow were many rusted cages, which was all they had time to see before getting bum rushed by a sparrow-headed birdbear (see Fight On! 4).A quick melee saw the charmed cleric actually kill the beast, rolling a natural 20. Go figure.
- Melvin just made 3rd level: now officially the highest level character in the game! See what showin' up gets you?
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