Friday, April 24, 2009

Judge's Guidelines

I've just completed a seriously houseruled resolution system for the Otherness campaign. It can be found here:  Judge's Guidelines

It's adapted from The Games of War by John Bobek. This excellent wargaming book includes a short account, which I can't imagine has been published anywhere else, of the time in '71 or '72 when Bobek, who was friends with Ernie Gygax, got to play in a proto-D&D dungeon adventure run, of course, by Gary. His character died, but he went on to develop these Guidelines as a way to recreate the dungeon experience for up to 30 8th grade students at a time(!)

I'll be premiering this houserule on Sunday, and would love to field any comments or questions.

Monday, April 20, 2009

Announcement: Otherness, Session 4

Otherness: Session 4 will take place this Sunday, April 26th, at The Source Comics and Games, from 12-4. This is a Free Campaign, so anyone can show up and play at any point, though if you feel certain you'll be there, I'd love to know ahead of time.

I was considering running Castle Blackmoor by the late, great Dave Arneson; however, I've decided against it for the moment. Given some email I've recieved, it looks like we might have a bigger group with a few first-time ODD players, so we'll be heading back Under Xylarthen's Tower. Level One still holds dangerous mysteries (like up to six wights!), and several downward passages have been discovered, one at least used as a thoroughfare for two clerics and a group of zombies...

Sunday, April 19, 2009

The flame of love doth always burn...

All the denizens of and Adventurers in Otherness raise a cup in celebration---Will, aka coffee, aka Melvin the Magnificent, aka Sneerglaw the Balrog, aka Bahb the Draftee, has lit a torch in the Temple of Venus

He and his darling fiancee were married yesterday, and are now prowling the bright decadence of Las Vegas, testing the limits of randomizaion. May they always roll true!

Wednesday, April 15, 2009

New School-->Old School-->Open School

I’m back, after a completely unexpected hiatus—Real Life™ has been demanding most of my time lately. Thanks for your patience!

The title of this post originates as the result of some interesting discussion that flared briefly in the blogosphere a couple of weeks ago. It started on The Lord of the Green Dragons in a post by EN Shook, then split off onto Mike’s Cgowiz’s Old Guy RPG Blog and Benoist’s The Citadel of Eight. All three posts are well worth reading, including the comments, but if you’re lazy or pressed for time, here’s the gist:

Shook expressed concern that “Old School” as a term for a nascent “movement” was ultimately doomed to fundamentalist pigeonholing. Seeing a stultifying lust for a particular “original” ruleset, he worries about the trees getting in the way of the forest. He feels that a subtle revisionism is happening in the form of people slapping later assumptions onto the original text and creating a false “new canon” of how the game should be played. His recommendation is to take up the term “Old Guard” instead, to focus attention on the method of play and the resulting product, the building and those who live there instead of the tools used to build and maintain it. To quote him, “The coin of the roleplaying realm should be the world.” Mike and Benoist’s posts amplified and discussed a couple of those main points.

For myself, I agree with the core of his argument but not at all with his premise. I hear no voices clamoring for strict adherence to any iteration of the rules, let alone the Original D&D rules as they stand (for which you can make a pretty strong argument that they must be interpreted to be used.) While other-edition assumptions can certainly color someone’s encounter with ODD, and I speak authoritatively from my own baggage here, it was actually constant exposure to others struggling with those same assumptions that helped me finally release the ballast with a simple realization: Old School isn’t about a rule set; it’s about a mind set. A method of play used to grow a particular world or milieu, which is why I agree with his essential conclusion. “The coin of the roleplaying realm should be the world” is now engraved on my +2 pencil of dungeon-scribbling.

Given that insight, I really don’t think it matters what the hell you call “it,” whatever “it” is. Due to a newfound interest in Napoleonic wargaming, I even like the term Old Guard! But I don’t think this is a movement per se; it really seems more like the actual Renaissance, where the collision of a critical mass of new and old knowledge literally changed the landscape forever. I know it’s changing me.

You see, I started fresh with RPGs a bit over five years ago when my last group imploded, and I was dangerously close to chucking it all. By pure chance someone directed me to The Forge, and it was like a bomb went off in my head: Here was a whole New School of gaming. I devoured it, as only a geek and a theory-junky can. I read, wrote, designed and played. It was like an interactive, game-design college degree, and I learned an amazing amount from a lot of brilliant people, some of whom I keep in contact with. However, after about 3.5 years of it, I found myself obsessing over creating games composed of rules to create a particular kind of story. It was all about constraints. I realized that this had sucked all the simple fun out of the game, in favor of what I was viewing as artistic necessity. This was a terrible irony since my strongest memories, which I had been trying to recreate with my tightly bound rule sets, were of the fun had when first playing the game. I had to let it go.

Enter quick and dirty, ocr’d pirate copies of all the ODD books. I’d actually first found them about eight years ago, and had read and ruminated, but only found Knights and Knaves and, soon after, the ODD74 board, about 1.5 years ago, to give me some guidance. I now considered myself Old School. I did indeed start with the idea of using the rules “as written,” but that soon faded. I started posting, then Fight On! took off, and then I started actually (gasp!) playing again, after an almost 1.5-year hiatus. I’m not agreeing with the Old School Renaissance, or believing in it, or even supporting it. I’m participating in it. And I’m doing it with a mindset I haven’t had since I was an entranced 11 year-old making Silverclaw the Werebear, my first ever character. And then soon after another character named General Wolfe, who was a skeleton and fired lightning bolts from his bony hands. Which isn’t supported by any written rules except

We have attempted to furnish an ample framework, and building should be both easy and fun. In this light, we urge you to refrain from writing for rule interpretations or the like unless you are absolutely at a loss, for everything herein is fantastic, and the best way is to decide how you would like it to be, and then make it just that way! On the other hand, we are not loath to answer your questions, but why have us do any more of your imagining for you? Write to us and tell about your additions, ideas, and what have you. We could always do with a bit of improvement in our refereeing.


This is from the last page of the 3rd Little Brown Book, “The Underworld & Wilderness Adventures.” And really, it’s the only rule that ends up mattering. It trumps all the other rules, and underscores another one of Shook’s points questioning the possibility of a movement cohering around guidelines. He’s right. It can’t. That rule won’t let it. When Gygax decided to change the game with AD&D, he had to very explicitly erase that rule: If you followed it, fine, but you were then playing something other than Official D&D.

Maybe you don’t buy my last paragraph. Maybe that quote doesn’t strike you as a rule. But if there’s one thing I learned in all my time at The Forge, it’s that the most important rules for these games we play are often unspoken, implied, or simply unassuming. On the other side of my +2 pencil, I now inscribe: “Decide how you would like it to be, and then make it that way.” This to me is the guiding principal of the School that, in my mind at least, I like to think of as not New, or Old, but Open. I use the ODD rules as my base because I like their aesthetics, I like their historicity, I like their tropes, which are deep in my blood. They are an Open School in which I strive to learn how to Have the Most Fun Playing the Game.

Whew. That ended up being a lot longer than I had intended. Next post, I’ll walk the talk and present my first truly major houseruling, which will do away with Hit Points, the Combat Matrix, and the standard way of making Ability checks. :)

Saturday, March 21, 2009

Alas, poor Sneerglaw...and Arp...and Dolph...and Otto...

This is the nifty box of plastic miniatures I bought after Sunday's session. See the tag line? Well, our Heroes had some trouble with the forces of evil this time...

There were in fact three fast and furious melees, all of which would've benefited from the use of miniatures, so they will be added next time. I would like to point out that this particular box included one gigantic troll, which I now feel obliged to include in the dungeon. Though not soon, since they still have an ogrish wight and five more orcish wights to deal with, but I'm getting ahead of myself.

As the title indicates, it was a bit of a slaughterhouse this time out. We had a new player, my old friend Trevor, with whom I haven't gamed in FAR too long. He added a rather resourceful magic user named Narpet to the party. Paul also returned, making a successful roll on the Table of Despair to pull his cleric Torren (Praise Sol Invictus!) from the current limbo of The Ruined Monastery, only to send him, naked and bereft, into the wightish hell Under Xylarthen's Tower. They were rounded out by regulars T.J. (Arp, then Punka), coffee (Sneerglaw, then Melvin), and Larry (Nimfitz).

Which gets me to the title of this post: We had no fewer than FOUR character deaths this time---two PCs and two hirelings. A record so far! A couple of hasty player decisions were compounded by numerous 17s and 18s rolled on my part.

Some Highlights:
  • Upon reentering the dungeon, the group decided to head right back to the room where they'd previously defeated the ogre. They were fairly convinced that an unexplored doorway led to a treasure room. I'm not sure why, but they were. Opening a door somewhat less than cautiously alerted four new hobgoblin guards who were apparently inspired by the gods of war. Arp brought one down with a thrown handaxe, but then almost immediately Dolph, one of Arp's hirelings, got speared to death, followed shortly thereafter by Sneerglaw. Never let it be said that a balrog goes softly into the dark night: I gave him a chance for a "death immolation", which he succeeded at, and burned his slayer to ash. After a bit more rough-and-tumble, the rest of the hobgoblins followed. The treasure room turned out to be a stairway leading down, down, down.
  • Narpet, upon viewing Sneerglaw's blackened skeleton (his flesh had also turned to ash, in the way of all true balrogs...), decided to take his skull since, "it might come in useful!"
  • A corridor was passed from which a faint moaning could be heard.
  • Upon entering a previously unexplored diamond-shaped room with a door in each point of the diamond, they stumbled upon the eerie tableaux of three pale figures, with their backs to the party,apparently just staring at the door on the far wall. Upon closer inspection, they turned out to be three orcs with torn-up clothing who looked a lot like wights...OH CRAP!
Interjection: As they were getting ready to go back into the dungeon, no one seemed to be remembering anything about wights. Like, anyone killed by a wight becomes a wight. Which meant that the eight orcs so cleverly dispatched of last time were now wandering around the dungeon, wreaking havoc on the ecosystem. Possibly being directed by a master ogrish wight. So, like any good DM, I decided to help them out. Under the guise of asking if they thought it was a redundant statement, I read the following, from pg. 9 of Monsters & Treasure: "Men-types killed by Wights become Wights. An opponent who is totally drained of life energy by a Wight becomes a Wight." We decided it wasn't redundant. Ah well. I tried. :)
  • Since the wights were completely ignoring them, Melvin (coffee's new character) decided to try to hack off one of their heads. Thus was it also discovered that magic weapons were needed... Still, the orcish undead remained unmoved until anyone came within 10' of the door at which they were staring.
  • A decision was made to set the wights on fire. Otto was directed to douse them in oil and light them. He (morale check) agreed, and was immediately grabbed by a howling, flaming wight and sucked dry of all his life force. A desperate battle ensued, wherein the party remembered they had some vials of holy water, which they used to good effect. Unfortunately Arp was also sucked dry of his single level, though Torren did get to prove his worth to Sol Invictus by saving the life of one of Nimfitz's hirelings. In the end, a band of five first level characters, along with a few hirelings, managed to kill three wights, with no magic or silver weapons, and only suffered two fatalities. Not too shabby!
  • Upon leaving the dungeon with their two wight-slain comrades in order to ensure their quiet rest and stock up on silver daggers, Narpet found the local sorceress, named Jezebel. He successfully traded her Sneerglaw's skull for a (randomly rolled) scroll of Protection from Evil, definitely useful in this current dungeon. Thus did Sneerglaw prove himself a true companion, even from beyond the grave...
  • Upon once again venturing into the depths, the party came near the moaning corridor again, only this time managed to hear conversation and footsteps. Dousing their lights and hiding in the dark, two armored figures marched out with six zombies in tow, muttering cryptically about how "these are the ones he wanted" and "we need to get back down right away." Followed by the brave Narpet, they went into the diamond room, through the southerly door, apparently another stairway leading down, down, down...
  • They also discovered another large, chained coffin, much like the first which had released the ogrish wight. Amazingly, they decided to mess with it, albeit creatively. Thankfully, it was empty of all but wightish dust and a bit of treasure. Nimfitz, who wanted no part of the  proceedings, staked out the nearby hallway and was able to alert the party to an approaching band of four berserkers. He and Narpet each charmed one, who then slew the other two. Thus did the Shieldbiter Brothers join our intrepid group for the foreseeable future...
Alas, it was time to leave so the party also left the dungeon, vowing to return. Again, a lot of gaming got done in three hours!

Coffee and I had a discussion about why exactly we keep having such good sessions. He then went on to blog eloquently about it here, under the title "Ruminations". You should all go read it.

I'm leaving for Arizona tomorrow to burn myself several shades browner, carcinomas be damned. I'm not sure what sort of IntraWeb access I'll have, so if anyone leaves comments, I'll respond as soon as I can.

Wednesday, March 11, 2009

Don't give up---Fight On!

Fight On! 4 was released last week. My print copy is on the way, hopefully arriving before I leave for Arizona in a week and a half. In the meantime, I've been perusing my contributor pdf, and my very first impression is, Holy Crap, the art is fantastic this issue! I don't know where Calithena keeps finding people, but man, they're good.

I contributed a few illos myself, plus a Knights and Knaves article featuring a couple of nasty NPCs players might encounter in Otherness, in either the vicinity of the Eastern Tradeway between Ult and Badabask, or the endless alleys and canals of the Obsidian City. This, however, is only the tip of a 124 pg. iceberg of dullness-crushing oldskool goodness. 

Click on that link and buy your copies NOW. You won't regret it.

Monday, March 9, 2009

Announcement: Otherness, Session 3

Sorry for the short notice, but it was dicey enough getting a session scheduled this month at all, let alone two weeks in advance. We must all thank my beautiful wife who is actually letting me game on her birthday. I knew there was a reason I married her! :)

So, Otherness: Session 3 will take place this Sunday, March 15, The Ides of March, at The Source Comics and Games, from 12-4. This is a Free Campaign, so anyone can show up and play at any point, though if you feel certain you'll be there, I'd love to know ahead of time.

We'll be heading back Under Xylarthen's Tower, as only the tiniest fraction of it was explored during Session 2. I'm super excited because, having been entered and exited, the dungeon may now be considered alive, and things will not necessarily be as they were left before...