Friday, March 2, 2012

Tomb of the Elephant


Our last-minute game of Chainmail-as-RPG last Friday went swimmingly, for a number of reasons:

  1. G+ Hangouts rock! We lost Will towards the end, but he gamely hung on with through IM.
  2. I finally got to freaking test some of the dynamics of Fantasy Supplement combat. Lots of good info!
So it was me, Will and Kris playing, with my Tom literally just hanging out for a bit. We whipped up characters in a matter of minutes. I gave each of them the option of up to 3HD of followers, so Will made Eric the Hero and his henchmen, um, now I'm forgetting (and I don't have my notes in front of me...)... Charles, Frederick, and Rupert? I'm sure of Rupert... Each one was a 1HD Veteran. Kris made a Wizard (which as Will pointed out, is worth 100 army building pts as compared to 20 for his Hero...) named Biwulf (?) with a 3HD pet giant spider named Fuzzy. We decided on the spot that Fuzzy would attack as a Lycanthrope.

When Biwulf had a scroll slipped into his pocket by a mumbling, disturbingly large-eared man in the back streets of Mad Dog's Defeat, it turned out to have a map to a dungeon referred to as The Elephant's Tomb, they headed out to try their luck. Finding it obscured by undergrowth (see picture above), they headed through the door, and soon had reason to try out the combat rules.


In a large room smeared and cluttered with the blood and cracked bones of dead adventurers, they ran afoul of the terrible Minoderm (Pachytaur?)! This was one for the Fantasy Combat table, so Eric's henchmen were out of the running. Eric, Biwulf, and Fuzzy engaged in combat, with the Minoderm throwing a spear and lodging it in Eric's shield. Eric tried to crack it over the head with the haft of it's own spear, but was thrown across the room for his troubles. Then ensued an entirely-too-long-and-drawn-out-combat, since I had decided NOT to make the FCT instant death when hit. I gave the Minoderm 6HD, and that turned it into a hit/missmissmissmiss/hit kinda thing. That was Lesson #1.

After defeating the Minoderm, they headed into another room filled with swirling darkness and sparkling, swooping lights. Biwulf sensed something magic in the center of the room, headed forward, and was instantly swallowed up in darkness. Eric, alarmed headed in after him with Rupert, but their torches gave off very little light, and seemed to attract swarms of the glittering lights. As Biwulf approached what became clear as an elephant statue in the middle of the room, which was belching forth the swirling dark, Eric and company were attacked by swiftly-moving, small, shadowy beings who zipped in and out of the tiny radius of their torchlight.

As Biwulf engaged in a contest of wills with the statue, Eric and Rupert battled desperately for their lives. I treated the shadowy attackers as goblins, and we used the Combat Table, meant for mass battles, for individual combat (Lesson #2). Rupert was taken out almost immediately, and Eric managed to hold his own while taking damage. Biwulf kept rolling all four of his HD, trying to score a single six. It took awhile, but as soon as he made it, the darkness all sucked back into the statue, and the shadowy beings disappeared. As did Rupert. Eric was alive, if somewhat tattered. Biwulf gathered up the stature, and everyone hightailed it back to town.


Lesson #1: I like using the FCT, but for next time it's going to be one-hit death. Eric's henchmen can help him, with each one aiding lowering his foe's roll by one. However, everytime the foe hits, it comes at the expense of a henchman. The idea is that while they can't help the Hero actually harm the Fantastic Creature, they can distract it for awhile. The same would be true for Biwulf and Fuzzy, except we decided that Fuzzy, being a giant spider (big enough for Biwulf to ride on), could also attack on the FCT as a lycnanthrope.

Lesson #2: I don't know why, but I've been obsessed for awhile with using the Combat Table for Man-to-Man combat. In the end, even though the Hero is getting four rolls at a time, it doesn't generate enough hits in comparison to his Heroic designation. I imagine it has something to do with the fact that when you use the CT in actual mass combat, you're rolling 20 six-siders for each figure (1:20 scale), and for the Hero, on the battlefield, he rolls as four figures, so you do the math. Next time, we'll give the good ol' Man-to-Man table a try. 

Oh, and I used a combination of Dave's Mapper and Zak S.'s Instadungeon to whip up the Tomb of the Elephant in about 15 minutes. For my money, these are two of the most useful dungeon creation tools I've ever seen. Zak also just whipped up Instaregion, the outdoors version of the Instadungeon; just add Vornheim, and you're set for life.



Friday, February 24, 2012

Chainmail as RPG


On the proverbial spur-of-the-moment, I've decided to run Chainmail as an RPG tonight on G+, from 10pm-midnight, CST. This will be "straight" Fantasy Supplement, with a few things added in from the main rules (arrow fire, morale, I think that's it...) Each Hero or Wizard gets 3HD of followers, human or otherwise (HD here meaning how many Men  they fight as)

We'll see how it goes! :)

(and no, that's not me in that picture...)
(and yes, it was very difficult not to use a picture of someone wearing a chainmail bikini...)

If you're interested, post here, email me or add me on G+.

Wednesday, February 22, 2012

GESTALT

First of all, unrelated, this is awesome: The Friar


A lot of weird images come up when you type the word "gestalt" into Google... Anyhow, this one fits what I'm talking about. I think.

The discussion going on around DnD Next or 5E or whatever has been nagging at me. I really like the idea that it sounds like they're actually going to pay attention to the history of the game and try to unite all editions in play, so a 1Eish character could adventure right alongside a 4Eish character. Fabulous. I signed up to playtest, and will do so in good faith. However, I've been wondering if it really needs to be so involved. This came to me yesterday when rereading some forum and blog posts about how M.A.R. Barker of Tekumel fame used to run his games. Players would have some details for their characters, and then when conflict arose, they'd simply roll a d20, and Prof. Barker would let them know what happened. The whole mechanic was the higher you rolled, the closer you came getting your way. This was modified by the context. You can't really get simpler than this.

So, based on that thinking, here's a little unifying (as yet untried) system to bring all versions of DnD (and since I've been reading Hackmaster 4e lately, that too!) into the same game.

GESTALT
Unbelievably, this word is not an acronym. I'm using it with two assumptions in mind:

  1. The "whole" of DnD is a mindset or experience that can encompass all editions.
  2. In a complex field of contextual factors, a meaningful result can be focused upon with the insertion of a simple randomizing lens. :)
Character Creation/Importation
  • Describe your character in no more than three sentences or no more than 30 words.
  • List an Object, a Belief, and a Goal unique to your character.
  • Note your level
  • List anything else you consider to be important: Spells, abilities, skills, powers, whatever.
Conflict
  • Resolved with a d20.
  • In general, any character adds their level to any dice roll they make. The DM may modify this based on the conflict and the particular character involved.
  • In opposed conflicts, the DM adds the HD (or some other appropriate number) to her roll.
  • Any character aiding another adds a +2 to their roll.
  • The DM can/should liberally address contextual modifiers, from +1 to a +5
  • These contextual modifiers should mostly come from everything listed out on the character card, as well as from how the player decides to use the environment. Awesomeness should always be rewarded.
  • Non-opposed: I.e., jumping over a chasm; checking for a secret door; etc. The player rolls a d20, +/- modifiers. High is better. 
  • DM "gestalts" results.
  • Opposed: I.e., you know, fighting, mostly. Player states what they want to do; both player and DM roll d20s, +/- any modifiers. DM gestalts the results based on the difference between the rolls.
  • The trick with combat, especially, as a player, is to specifically describe what you're doing in order to convince the DM to give you positive modifiers. Tactics and Awesomeness will win the day, especially against stronger foes.
  • Trying the exact same thing when it didn't work the first time should give you at least a -2 modifier.
  • An opposed roll for a spell/power is to see how close it comes to achieving its listed effects, which of course will need to be folded into the overall gestalt.
I think that's about it.

So yeah, Will, if you're reading this, this is what we're gonna play.

Oh, and here's the other image I almost used:

It might actually represent the core of the idea better:

"Is it a rabbit? Is it a duck? Who the hell cares---it's one weird looking creature and it wants our BRAINS!"

Tuesday, February 21, 2012

Exiting Stasis...to Fight On!


I have returned, to Fight On! Like, literally.

Go here for more info, but the skinny is this:

The massive, classic Fight On! hardback compilations are almost ready to go back into the archives. Get 'em while you can with these particular covers!

Use this lulu code through the end of this month for 20% off your order: SWEET305

Last but not least, you can get free pdfs! Not to be missed!

Fight On! #5

Roll the Bones Fantasy Fiction collection (I've got a story in here...)

I think all the other issues might be on sale, too...

Good to be back. :)



Wednesday, October 5, 2011

Entering Stasis...

Think I need to call it as it is. Not that I've been posting with any regularity, but I've got serious Real Life things to pay attention to these days, and so am going to let this blog enter stasis for awhile.

I appreciate everyone who's read and commented, and I hope to be back at some point.

Thanks!

Thursday, July 28, 2011

Fight On! Random Table Contest winners...


...will be announced tomorrow, at 1:00 pm CST. You can check out the announcement on the ODD 74 Fight On! forum.

While you're at it, you should pick up the newly released Fight On! #12, dedicated to Jim Ward, creator of Metamorphosis Alpha and Gamma World. I mean, c'mon---look at that cover!


Table of Contents:
Champions of ZED (Daniel Boggs).........................................3
Fast Company II – Nonhumans (Schroeder & Shieh)..............11
It’s All in the Cards (Michael Curtis).......................................12
The Tomb of Kaman-Doh Rey’d (David Coleman).....................17
The Apen (Andrew “The Venomous Pao” Trent).......................20
Geologians (Tim “Sniderman” Snider).....................................22
The Witch Doctor (Scott Moberly)...........................................24
Knights & Knaves (Barber, Green, Rients, & Cal).....................25
Grognard’s Grimoire (Erin “Taichara” Bisson)...........................27
The City State of Dusal Dagodli (Gabor Lux)...........................28
The Darkness Beneath (Heron Prior & David Bowman).............32
Education of a Magic User (Douglas Cox)...............................44
Doxy, Urgent Care Cleric (J. Linneman & K. Green).................45
Sir Tendeth (Tim “Sniderman” Snider).....................................46
Creepies & Crawlies (T. Snider and Jeffrey P. Talanian).............60
Monstrous Ecology (Ron Edwards)..........................................63
Random’s Assortment (Peter Jensen & Random)......................64
Curses Gone Wild! (John Laviolette).........................................65
Artifacts, Adjuncts, & Oddments (Jason Sholtis)........................67
Treasure Types (Simon Bull)....................................................68
Dungeon Modules: The Rondo Rooms (Jeff Rients)....................69
Pigdivot! (Chris Robert)............................................................72
Where the Action Is (Zak S.)....................................................80
Merlyn’s Mystical Mirror (Gabor Lux & Jo Kreil)..........................84
Notes from a Master (James M. Ward & Tim Kask)....................86



Of immediate note in the ToC are the "Where the Action Is" guest editorial by Playing D&D with Porn Stars blogger and Vornheim creator Zak S, the first serialized installment of Dragons at Dawn creator D.H. Boggs' Champions of ZED retcon RPG, and "Notes from a Master" by Jim Ward and Tim Kask!


Too much goodness!


Oh yeah, and all Fight On! pdfs are now $5.00. Forever.

Monday, July 18, 2011

Ryth Chronicle Cover-to-Cover #2

Player Activity Record

                                            Player Activity Record

The topic for this post is the initial Player Activity Record, compiled from the "archives" of the first nine months of the campaign. At this point, participants are identified by player name, not character name (this changes later on.)

The first thing to notice, of course, is that 23 players are listed! This includes John and Len---since both were DMing, both also got to play. The top paragraph gives a peek at what the tone of the whole campaign will be like:

This is the first report of the D&D campaign along the Ryth, published as a public service by the Yggdrasill papermill, and compiled by John Van De Graaf from the recent archives of Rythlondar. Please report any inaccuracies to your friendly referee so that he can feed you to a ravenous purple worm, thereby cleansing his records.

I doubt anyone in the hobby at this time was taking themselves too seriously...though they were very obviously having fun!

Even though nine sessions are notated (third week in Nov. of '74 - the third week of March '75), November has no details (I'm assuming that covered expedition A), so it really starts with Session 2 (game week 3). It looks like the "campaign time scale" mentioned on the first page was decided upon: one actual week = one game week.

Some quick math yields the following tally:

  • Eight expeditions over 17 weeks of real/game time
  • Several weeks had two adventures going on
  • Total fatalities: 21
  • Highest XP total: Two characters in Expedition B received 4999 XP!
  • Lowest XP total: One character in Expedition M received only 115 XP (though it looks like he collected 360 GP, so I'm not sure what happened there...)
  • Highest GP total: 1462, in Expedition E
  • Lowest GP total: Three characters in Expedition C walked out with only 26 GP.
Interesting here is the overall low GP totals. I'm assuming it's for total treasure gained, though I guess that could be  wrong. It looks to me like the vast majority of XP in these first expeditions were gained by killing ye olde monsters, especially given some further rules clarifications on the next page (covered in the next installment!)

Current Questions for John and Len

  1. How were you determining treasure amounts?
  2. How much experience were you giving for monsters killed?
  3. Do you remember what date you bought the White Box?
I ask the last question in particular, because the closest to exact publishing date I can find for the White Box is Gen Con, 1974. Assuming Gen Con has always been in the summer (which may not be the case), that means the Ryth Chronicle began only (approx.) three months after the game was published...