Showing posts with label dnd. Show all posts
Showing posts with label dnd. Show all posts

Wednesday, July 21, 2010

The Beloved Rogue*

So there is this thing about thieves. Some OSR people think they are completely disposable, others will defend the rogue or 'specialist' with their lives.

In my opinion this feud seems to be a bit on the stupid side. Thieves are fun and they bring more variety to the game since they allow players to do something else than only fight, cast spells or cast spells while fighting.

The usual objection to the use of thieves is their Find Traps skill. Many seem to think that it tends to kill the "player's wits over character's skill" vibe often associated with old school game-play. I think it's a largely artificial problem that can be easily overridden by modifying the player's attempts at finding traps depending on the description of their actions.

The point is I like thieves (though I'd rather call them rogues). Period.

What I'm really getting at is that I also like bards.

In my 3ed days (and earlier) I often played bard characters and really enjoyed it. I also remember that I was shocked when long time ago, while reading Zak's blog, I found this:

"(...)but the idea of a D&D class defined by the fact that it plays music seems fundamentally dumb to me. Just be a thief/fighter multiclass and be over it. You can have whatever job you want when you're not killing monsters."


For a long time I couldn't understand why someone would hold such a bizarre opinion, since for me - playing a bard was always fun. It allowed me, as a player, to cast illusions, stand my ground when fighting, and on top of it all, charm NPCs into my bidding.

On the other hand, I always hated the portrayal of bards being trained at colleges and being part of specialized organizations. Seriously what a load of bullshit. My bard characters would always represent the oral tradition archetype, be it a Norse Skald, a Celtic Bard, or a Greek Aoidos.

Only recently, triggered by a cheap pulp novella I was reading on the train, did I realize why I really like the bard. The truth is, that it's not the class that I really like. It's the idea of poetry/music/art having magical powers that allow the artist to actively alter reality. It's the humanity old myth of the artist (in this case a musician) as a creator, that really inspired me to pick up the bard class in the first place. Interestingly enough, it's not really present in the class itself.

This is because the bard class is mostly based on the Magic User/Wizard mechanic. The "bardic" element is usually specified by the ability to use, what 3ed dubbed, Bardic Music, which has never been done well and in the 3rd and 4th was just dumb. The class itself doesn't really introduce a new minigame, or a new set of opportunities. It just emphasizes the role playing element of the game. And you don't really need a new class for that.

This is why I decided to abandon the bard and stick with the rogue. In fact any class can be "the bard" if it's built around an idea to role play it as one. The fierce Skald from the north might be a figther, while a Celtic Bard might mechanically be a druid. It's all fine with me.

The before mentioned novella helped me to stick with this decision, as it features Francois Villon as a background character. Now, I am well acquainted with his poetry and it's socio-cultural context, but I have never really investigated the biography of the poet himself.

Turns out, little is known about his life. But what little information survived is enough to illustrate my point. The point is, that the greatest poet of 15th century France was a backstabbing, dagger slinging and gold stealing rogue. So why can't the player characters be (mechanically) rogues with (role-played) love for some dirty verse?

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*The title references this. I highly recommend it.

Saturday, June 12, 2010

Sailing stones gather no moss

I'm back! Though the exams aren't over yet and there is still some work ahead of me, I decided to come back to my blog and give it a bit of a makeover.

The other reason for this and the upcoming entries is that I accumulated a lot of ideas over the past month and I don't want to loose them. Thus, I'll gradually try to improve my posting rate over the next two weeks.

Here is a quick one, that came to me while I was customizing my template.

I've found the new title photo on Julia's tumblr. It pictures the phenomena known as Sailing Stones. Here's what wikipedia has to say on the subject:

"a geological phenomenon where rocks move in long tracks along a smooth valley floor without human or animal intervention. They have been recorded and studied in several places around the Death Valley, where the number and length of travel grooves are notable. The force behind their movement is not understood and is the subject of research."
Awesome?! Hell yes, but it get's even creepier:

"Speed is an unknown variable. Since these stones are rarely transported and nobody has witnessed the movement, the speeds at which the rocks travel are not known."

That's right, nobody has ever witnessed it, even though there were many attempts to observe or record the stones movements.

For me it sounds like:

The Secret of the Sailing Stones

Long time ago, a powerful being of unknown origin ripped the veil of time and space, entering the material plane. Scholars still argue about the origin of the being and it's impact on the world. Some say it was a god, others claim it was a demon and few claim it was neither. Though the dilemma has long been labeled as impossible to solve, it is agreed that those long gone events were the source of an ancient legend, that a Great Evil has been turned into stone and than shattered into a million pieces, so that it could never regain it's power.

To this day, magicians and foolish merchants embark into the Clay Desert to collect blocks of black stone-metal. The stones are said to move in mysterious ways drawing strange shapes on the surface of the desert. Many have died in search of the moving Death Stones (as they are often called) and it is said that some men have been found crushed in their sleep by stones that moved overnight, while others, blinded with greed, chased a single stone for days using up supplies left for the journey back.

In common speech the material from the stones is known as Death Metal. It is rumored that it can produce blades that can cut through steel as if it was flesh. However, few such weapons exist as it is widely believed that Death Metal is cursed and any weapon made out of it will eventually betray it's wielder and get him killed. Stories about slabs of the material disappearing over night, or weapons moving on their own only strengthen the fear and prejudice against anyone in possession of such artifact. It is a common saying that "No man can wield death itself and live".

Monday, May 17, 2010

Music Monday: Power Octet?

Ever since I hit it with my axe stated airing I was wondering: how long one does one encounter last at their table? Zak answered it the other day:

"On the other hand, a combat round is about a half-hour real-time of moving and deciding and rolling (twice that when Frankie is playing)"

Yup, just as I've suspected. Even if you are an octopus DM, it's simply impossible to have fast combat when playing with a lot of people. It made me think about my experiences with various group sizes. I came up with this analogy. It's stupid, but illustrates the problem well.

Gaming groups are like music groups.

Yeah, you saw it coming, didn't you? However, if you have any music playing xp, then you know it's true.

If you're in a band, it means you have to go to band practice regularly, same with a stable gaming group. Needles to say, everyone should be excited and stoked about sitting in a small, stinking practice room, otherwise the "band" won't last long. The Golden Rule of Everything also holds. You don't want dicks in your band, just like you don't want them at your gaming table.

If we take this analogy further, we'll arrive at the notion of the DM as a producer. He is the guy who should pull the strings and set up the playing environment in such way, as to get the best out of each person in the room.

Just like there are many types of producers, there are many types of DM's. Some like to partake in the creative process, give hints, or even play instruments. Others step back as soon as the shit starts rolling. They let the musicians do whatever they want, while they take care of the technical/logistic side of things (we call it sandboxing).

However, weather we are talking about a bunch of musicians or just some friends sitting at a gaming table, in the end it all boils down the dynamics of the group/band. Every single person should know their place and let others do their own thing, while still having fun and expressing themselves in their own voice.

So here's how I think the dynamics of a gaming group might change depending on the number of people involved. Please note, I don't count the DM.

Solo

Going solo might be the hardest of all possible configurations. The spotlight is on only one person and either she has balls of steel and cool ideas, or everything crumbles into oblivion.

What's more important, this type of gaming seems more intimate than the others. Both, the person running the game and the participant, should trust each other and feel comfortable with what they're doing. Especially since the player is forced to act, for if he doesn't participate no one else will propel the game.




Duo

On one hand this configuration is easier than the previous one, since the DM doesn't have to hire any "session musicians" to help out the players. It also takes the responsibility of being the only player.

On the other hand, DMing for two people doesn't differ much from running a game for one person. Most of the problems are still very similar and game balance is still an important issue, especially when running it old school.

However, one thing that may become present in a duo game (and is completely absent from a solo game) is the ego factor. For example, an experienced player my push a newcomer from the spotlight. Still, from my recent experiences I can say, that a pair of good friends at the table can be a recipe for a very successful game.






Power Trio

This is probably my go to line up. Both musically and in D&D. It offers versatility and enough space for everyone to make themselves comfortable. One person can play many roles without limiting the choices for others. The one thing I noticed is that there seems to be the least problems with ego in this configuration. Even if someone gets out of control, the two remaining players team up to put him back into his place.





Quartet, Quintet

Pretty much the same as a power trio. The only problem specific to such a line up occurs, when two, or more players occupying the same slot in the group start competing. The problem is that it's hard to provide two traps next to each other in order to keep two thieves entertained etc. Such situation has to be simply talked over, many solutions are at hand.





Sextet, Septet, Octet...

The problem is that the more people are at the table, the more likely is there to be an ego conflict. The DM has to divide his attention between all the PC's equally and this may often lead to people actively "marking" their willfulness to act by shouting, waving, hurling dice etc. It's very amusing, how mentally stable individuals can transform in a group.

The other problem is that fights (and here we go back to the Zak's quote) become super slow. The strategic element usually is exaggerated and people tend to get bored while waiting for their turn to roll. Additionally game balance is once again compromised (and I don't mean it in a 3ed sense). The problem is that a party made up of seven first level characters has huge "firepower", but can't take much damage. And rerolling characters for 4 people can really kill the whole session.

The bright side is that the case of several people sharing a class isn't a problem anymore. Why? Because almost everybody in the party has a double!

Big group gaming isn't for me apparently. And yet, there are people who can pull it off. I salute you.




I have heard rumors that in the old days before the empire, there used to be parties of 12 people? Seriously? What was the largest group you've ever played in?

Wednesday, April 14, 2010

I hit it with his axe

In this post, Zak Smith asked us not to judge I hit it with my axe until episode 5 airs.

It just did.

And I liked it. I liked all episodes except for the first one.

I think that the biggest strength of Zak's show the fact, that it's a documentation of D&D is played. While any session report is a (more or less literary) retelling of the game, so in fact - a re-narration of a past narration, the show is a straight up account of how actual game play looks.

And I must admit that, the first time I watched it, I was amazed at how similar his and mine games are. It was very uplifting to see, that even with all his insight and superb writing skills, he still plays the game in the same way.

Finally, I think that the DIY, chaotic way the show is put together only adds to it's appeal and adds to the feeling of observing real game play, instead of watching some prearranged, polished tv theater.

Friday, April 2, 2010

The Transparency Question

Evaluating my playing style and the way I tend to DM has brought my attention to one topic, that was not covered in my last post.

Let's call it The Question (or Problem) of Transparency.

The issue is quite simple and I'm sure that many of you already suspect what I have in mind. It's the question of how transparent should the gaming system be to the players? In other words: should the GM conceal the game mechanics, or should he expose the game structure and exploit it?

Before I provide some examples, I'd just like to say that I am not concerned with the very old argument of "storytelling games" (like WoD and Cthulhu) vs. "rolling games" (D&D, WFRP). This quarrel has and still is taken too seriously in Poland and to me it is based around stereotypes and completely artificial divisions.

Ah, yes! So what I am concerned with is: how transparent (concealed) should the game mechanics be at a D&D table?

I must say this question came to my head only recently, mostly because of this post and due to some confusion at my own kitchen table.

Sow how do the two models actually differ?

1. An example for the concealed mechanics DMing would look like this:

DM: A troll walks out from the cave, it looks like this and...
Player: I HIT IT WITH MY AXE!
DM: Ok, ok, roll your dice.
P: 18
DM: You score a hit, roll damage.


2. This is how the same situation would look, if the DM decided to expose mechanics:

DM: A troll walks out from the cave, it looks like this and...
P: I HIT IT WITH MY AXE!
DM: He's AC is 17
P: WHAT?! In that case you all see Turg grab his axe and prepare to charge, but after a brief moment of hesitation lowers his weapon and pretends like nothing happened.


I must confess that I used to think that method one is better (perhaps because of my WFRP background, since there are no target numbers and all players roll against their % abilities). It might have been due to being constantly exposed to the more dice means less atmosphere rant?

Whatever the cause might be, I'm starting to think that it's all bull shit and that in fact (as is said in the Year of the Dungeon post linked earlier) the exposed mechanics approach is more fair to the players. Especially to less experienced ones, like mine.

I might describe a monster all day and they will be scared (at least afraid of loosing their PCs), but will still attack it. The exposure of the beasts AC (once the players decide to kill it) doesn't reduce the strength of my description. In fact, if anything, it might force the players to rethink their strategy, or (if the fight is inevitable) make them really fear for their favorite characters.

A good example of using this device to DM's convinience has been posted by Zak in the early days of his blog. Here.

However, I see one case in which the exposed mechanics don't really cut it (at leas for me).

It's the traps!

Somehow, I can't see this conversation taking place:

DM: bla bla bla (describing a trapped floor segment).
Player: I see. I'm trying to block the floor tile with a piece of wood so it can't be pressed... (and so on.). What are my chances of disarming it if I do all that?
DM: about 30 %.
P: Ok. forget it. Guys, we have to find another way.

Yeeeaaah... Not very believable is it? My intuitions are, that with some traps, you've can never be sure whether you disarmed it properly until you try and walk on that fucking rigged floor tile.

I think it forces thief wielding players to role play and describe disarming attempts more thoroughly (in order to get some positive modifiers) And to me, makes playing a thief more thrilling.

Summing up: Exposing is oldschool and good, but let's keep those sappers in uncertainty.

Thursday, April 1, 2010

Entschuldigen aber ich konnte leider nicht rechtzeitig kommen, weil ich keine Uhr habe*


I'm really ashamed about my posting rate. But as you will find out today, it's not the only thing I'm ashamed about.

This is the second part of the post promised a week ago.

The last Session Recap might seem like an interesting game, but it was not. And for some time now, I am asking myself the same question. Why?

I know that there are those sessions. The ones that don't work out because many, at first glimpse, insignificant things happen. I had them and I'm sure all of you had them. (Right?!)

In fact, many such "unfavorable occurrences" took place that day. Katja came tired straight from lectures, we ordered Vietnamese food and got stuffed with it before playing (again! quoth the Raven: nevermore!), finally Julia was sleepy throughout the game. Perhaps the air pressure was low? The fuck if I know.

One thing remains sure. All those things shouldn't have prevented us from having much more fun than we actually did. And for that, I blame myself. Cause I am the DM.

It follows from my strong belief that the DM, as the privileged participant of the game, is the Protector of Fun. He's not solely responsible for everyone having fun - that's a collective effort. However, I do feel that the DM is in a way the person who, due to his privilaged position, is able to max out the amount of fun at the table.

I feel that I have neglected this responsibility. That is why over the course of last few weeks I came up with a number of things that I think are lacking/faults of my DMing style:

  • The first issue that came to my mind is the fact, that we are playing in English. Somehow I felt compelled to run the game in English, since I knew it's the first language for both of my players and Julia would feel less vulnerable playing in English. Now I'm having second thoughts. Even though I consider myself to be a fluent speaker (after all I do study Philosophy in English) I feel that my vocabulary might be lacking in terms of providing rich descriptions and creating atmosphere.
  • The second issue are the aforementioned descriptions. I do feel I need to prepare and remember about them. The language barrier is not an excuse. I feel that the lack of detail has made the game 2 dimensional and boring.
  • This might be partially the fault of me being dependent on the materials scavenged from the net (especially the one page dungeons). Instead of using them as a guideline and making them my own or simply plundering for ideas, I just fell back on them. This has led to my initial setting losing flavor and reinforcing the bad D&D tropes. This has happened partially due to the fact that being unfamiliar with retro clones I was unsure of how to balance the game. Luckily this is no longer the case.
  • The last issue is the one which really lies in the heart of this whole clusterfuck. I didn't prepare enough. That's it. There are many reasons for it, but there is no excuse.

So yeah. How do I straighten myself up? Well I came with a number of ideas.

First of all: PREPARE! This also means exercising in the way Zak has described in his comment for this entry.

The second thing is: make up more of my own shit. I do need to get around to writing a good dungeon and generally exercising my creativity more. The pornstars blog is a great example of how you can reconstruct used up stereotypes and create something interesting and fresh.

Thirdly: play more. I had quite a long break from gaming and I do want to play a lot now. That is why I am fiddling around with running a game of Mutant Futures (a thing I wanted to do since I discovered Jeff's sessions) as well as running some solo sessions for Julia.

Well, we'll see how it goes.

*this is the sentence that my German teacher in jr. high made me say every time I came late to the lesson.

Monday, March 22, 2010

Session Recap #3

It seems like it's high time to post something about actual game play. I've been putting off the writing of this post for some time now, mostly because I still don't know how to constructively re-approach the last session.

Because of this this post will be divided into two parts - a short session recap, followed by my thoughts on my DMing. Here's the actual game bit:

Session Recap #3
The session started with the PCs descending beneath the city of Adamask. As it turned out, the passage discovered in the Iron Sword's cellar lead to the sewers/remains of a much older settlement.

Since the whole session was primarily composed of just wandering around, I'll try to provide the key events in the form of bullet points.
  • Shortly after descending into the sewers, the girls made their way into a passage filled with webs and spider eggs. Although they got ambushed by 4 giant spiders, they managed to survive (and torch the eggs) and press deeper into the spiders' lair, just to encounter a gargantuan (and I mean it in the literary sense) black widow, which proved to be a formidable foe. Though dangerous, the fight was short. The players lured the spider into the narrowest passage so that it wasn't able to turn around. There rest was simple - while Kai and Winston were facing the beast, Juchi performed numerous back stabs. In the spiders lair the players found a helmet shining a blue light and a passage leading into a forgotten gem cutters workshop.
  • Later they encountered a small group of juvenile delinquents who took them into their hideout. The thieves' lair proved to be populated by three more grown men. After some crude role playing from both my and the party's side, a fight broke out. It was short and messy, with two of the thieves decapitated while crying for mercy. The group of street youths decided to not interfere, so when the fight was over, they offered their services to the party (they tried to deceive them and get them killed, but in the end just ditched them on the surface).
  • For some reason the girls thought that their main goal is finding out where the rats are coming from. I must say that I found this quite amusing and probably will dedicate the whole post to this issue. Anyway, I did put some were rats on the map so eventually, that's where the girls got. It turned out that within the sewers a group of wererats built a shrine for worshiping some weird god. Inside there was only one rat priest with several rodents, all of which were quickly disposed of due to the extra muscle provided by the street gang.
  • After destroying the shrine the players ascended back to the inn in order to finally get some proper sleep. One of them woke up at night hearing screeching noises coming from the ground floor. Soon all three were awake and going down to inspect the main chamber. Down stairs they found two wererats (in the shrine there were signs of 3 inhabitants) dragging the unconscious tavern boy, who began changing into one of them (due to an earlier leg bite)! Needles to say, the ratmen and the half turned boy were dead in no time and the innkeeper, who got woken up by the fight, was crying over the boys body...
Also, this exchange took place:

Julia: looking quite tired from across the table "Can we go to the tavern now and get some spells and rest?"
Katja: "But we rested in the gem cutters workshop!"
Julia: Yawns, " We did? Then why am I so sleepy?", puts head on the table.

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art by Lucas Hardi

Friday, March 5, 2010

A challange for artistically handicaped

It's good to have friends who aren't artistically retarded because, even though I draw like a 4 year old, I can always ask someone to draw something awesome.

So last week my friend Adam felt inspired by demonpig. I found his interpretation extremely amusing and asked him to make a drawing of a creepy wizard.

So here it is. I give you: Membrious the Mad!



I still can't decide which one is better... I fucking love the green light (which in my opinion is the creepiest kind of light possible) and the wooden leg is just a stroke of genius!

So.. now it's time for A CHALLENGE!!!

WRITE A BACKGROUND HISTORY OF MEMBRIOUS!
The only rule is: It has to be one comment long.

Ready,

Steady,

GO!!!

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art by Adam Banaszek

Saturday, February 20, 2010

Totally miniless


Zak's last entry (which btw. is super awesome) made me realize that I've never used miniatures in D&D (or WFRP for that matter).

Why?

I dunno. I had friends who played Warhammer Fantasy Battle and they had loads of miniatures, but somehow it never occurred to us to use them in a RPG game...

I started thinking about this strange phenomenon and I came up with three reasons:

  • Minatures in Poland are expensive as fuck, especially that, until quite recently, Games Workshop was owning 90% of the market. Even today few shops sell miniatures made by other companies...
  • We were fully satisfied with hand drawn maps on which we marked our positions using pencils, dice or coins.
  • I've never met anyone using minis in their games.
And this is how I got used to playing the game. When I fist learned that in the west people use minis for RPGs - I couldn't comprehend it. Why would anyone spend money for that, when you can just use your imagination?!

All in all, I was very content with the mini-less way of playing RPGs. And never had any second thoughts...

Until I saw this. And than, this.

Perhaps I was missing something? I can't tell... All I know is I've never seen something like it and it sure does look like limitless amounts of fun!

Zak's styrofoam castle made me also think about how popular playing D&D with minis really is?

The stereotype propagated by the WotC books is: ANYBODY playing D&D should do it using minis (from WotC), dungeon maps (from WotC) and terrain models (from WotC).

This is obviously a cheap marketing trick, but still I wonder...

Logic would indicate, that old school players should have a soft spot for minis because of the game's Chainmail origins. But is it true?

Take this poll and let's see for ourselves!

Wednesday, February 17, 2010

The destination will remain unknown

As you might have noticed, Destination Unknown is no more... If I'm the first to break the sad news, visit The RPG Corner or The Underdark Gazette for more info.

I will miss reading Christian's blog, but I'm happy to see he's still commenting on blogs and I hope all of his plans work out.

Since Destination Unknown was swarming with a lot of good music, I've decided to honor Christian's blog with a truly old-school vid.




Peace!

Tuesday, February 16, 2010

Session recap 2

As some of you might have gathered from my previous session recap, I've played the second session of my new S&W campaign over a weak a go. I was eager to go over that game and post a short recap, since it proved to be a great tool for ordering what happened during the session, as well as the progress of my players - both in game and on the meta-game level.

Unluckily I've been struck down by some weird illness that gives me vertigo so strong that for a few days I was barely able to walk, not to mention using a computer. I feel a bit better now, but after a weak of visiting doctors, there's still no clue what's wrong and I still can't spend too much time typing - this post took me 3 days to write!

But anyway, since I feel a bit better and can finally do something constructive - I give you the second session recap!



The next morning after the happenings of the first session, Kai and Juchi decided to leave the town of Stillwater and head south for the nearest city, where they hoped to coin some of the goods they retrieved from the caves underneath the shrine of Skaghe.

As soon as they decided to leave the tavern they met Winston - the young boy that helped them in the caves and who was eager to join them on their adventures. He lied (of which they did not know) that his father gave him permission to go.

The girls noticed that the boy was wearing a viking-like helmet, a farewell present from Thorson. The former adventurer decided that the several times he got wounded in the caves was too much for his old bones and gave away his lucky helmet.

The girls accepted the boys company, but only after they made sure that he was wise enough to prepare his own traveling rations. And so they set out into the wilderness...

That was the point where I pulled out a white sheet of hex paper... As I was preparing for the session I decided to make it a hex-crawl during which the players will draw their own map. Using the hexographer I made myself the outline of the terrain, but decided not to mark any specific locations. Instead I created some random charts that would determine what the players might encounter, thus filling the map with dungeons, encounters, villages, etc...

Here are some of the things that happened during their travel through the wilderness:

1. A day of travel from Stillwater, the girls saw a line of smoke emerging from distant ruins. The whole party managed to sneak to the ruins, despite them being located in open sight and on top of a small hill. Within the partially collapsed walls of a small keep they saw three Norse males sitting and chatting...

Kai, filled with joy of meeting her kinsmen, neglected any common sense and came out of hiding. The three men immediately attacked the warrior-woman, proving to be bandit berserkers. The fight was short and the party was cooking warm stew before the bodies got completely cold.

2. Few days later, the party came to a river. As they were following the road, hoping it will take them to a bridge or a brood, they came upon the remains of a burned village. They were examining the ruins, trying to make out what had happened, when the other river bank started swarming with goblins.

Julia and Katja decided to face them. The encounter was long, with the cowardly goblins sending deadly rain of arrows, nearly taking Winston's life... Finally, the girls decided to retreat and try to find another crossing up the river.

I noticed a drop in mood, but i hope they learned to judge their foes more carefully...

They circled the forests for a few days and found themselves returning to the village, hoping that the goblins are long gone ("It's not like they're sitting there waiting for us"). Turned out the goblins left some guards, since the bridge was the only crossing in miles. However there were few guards and the party manage to safely cross the river.

3. On the next day they came across an old burial ground, but weren't interested in jumping into the open mouth of danger again.

4. Few hexes to the south the party had to stop, as the road was cut in half by a canyon-like rift in the ground. The road seemed to continue on the other side, prompting that perhaps the hole in the ground came into existence quite recently.

Kai and Juchi decided to look for a way around the rift. They lost one day traveling west where they found this Elder construction. I was hoping that after they defeated the enemies they'd flee from the monster without barring the doors, but they proved to be more thoughtful than I suspected. Since the little dungeon wasn't a path to the other side of the rift, the party decided to head East.

5. After two days they've found the "end" of the rift and decided to get back to the road. They didn't want to loose another day for following the ledge and so they went straight through the woods, hoping their path will cut the road at some point.

This took them to a hex occupied by a goblin war camp (probably belonging to the same goblins that raised the village), but the party decided to sneak by.

6. After that they finally made it back to the road, just to enter into the middle of a fight - two merchants wagons fighting off bandits. The brigands proved to be no match for party's skill and soon our heroes were offered a lift on one of the wagons.

The merchants were quiet and didn't ask many questions, nor were they asked any by the party. Somehow no one voiced any suspicions about the place where the merchants were encountered... They were traveling south, but they were just a day away from the rift and no other trading rout was visible. Was their travel north interrupted by the appearance of a new geological formation, making them turn back? or was it the goal of their travel?

Whatever was the answer to those questions, the rest of their travel went smoothly and just three days later, after almost three weeks of traveling, they made it to the city of Adamask!


I must admit, that I didn't expect the party to get to the city during this session, not to mention exploring it! However, ever since being beaten by goblins, I sensed that girls got weary of the wilderness, so at some point I decided it's time to risk letting them reach Adamask, with me being completely unprepared. Luckily, the game took off anew once they crossed the city walls.

Once in, they were very interested in the market (here I could put something about women and shopping, but I would feel a horrible hypocrite as I 've seen male players spending hours haggling with traders). Juchi managed to get a good deal for preparing the wolf hide and both girls took some time to flirt with a tall, black southerner trading in fine silks and exotic wares.

Later they stopped at the fine artisans street and visited an old jeweler (role-played by putting a beer bottle-cap in my eye), with whom they haggled really hard and managed to make a nice profit on gems they found in the goblin caves. They also briefly stopped at a blacksmith, who directed them to a good tavern. Before they left he mentioned that he's the innkeepers friend and perhaps they'd find some work there.

The Iron Sword turned out to be a small and modest inn, run by an old mercenary called Drognar. After a short conversation he told them of his problems with rats and offered a free meal and room for the night. When asked, why he hadn't settled it himself, the man told them that he ordered his tavern boy to take care of the rats, but one of them bit him badly and now the wound was turning bad. After giving it some thought, Kai and Juchi promised him, they'd look into it first thing in the morning.

After a good meal, the girls talked a bit with the innkeeper and asked him about good brothels!!! He told them, that hearty adventurers like themselves would probably feel best in Warrior's Rest.

As they were about to leave, they noticed little Winston trying to sneak out. They told him it's dangerous to wonder the city alone at nighttime and inquired where was he heading? The boy tried to sell them a story about "leaving to get some air", but to his embarrassment they saw through his bluff and managed to pull from him his true destination. The boy was off to a brothel himself! After laughing about "itching virginity" they promised to take him with. Needles to say that only made the awkward boy more uncomfortable.

Warrior's Rest proved to be a jolly and crowded place. The bartender, who the clients call simply Bob (an anagram for his long and complicated name), turned out to look and sound like Jack Black.

The girls told him their business and the innkeeper offered Winston "a go for half a price". Kai also found some pleasure in the arms of a woman, while Juchi waited in the main room drinking the surprisingly good beer...

After the curse of Winston's virginity had been lifted and everyone met back at the bar, I asked whether the girls want to party Conan style and exchange some of their coin for experience. To my surprise they were reluctant, but after some thinking decided to take a roll on the party table, Winston included.

The next morning was a painful one, exactly as it should be! Kai woke up bruised up, with a black eye. Juchi smelled literally like a pig, vaguely remembering getting into some argument with an old woman. But the biggest surprise was yet to come. As they descended into the main tavern room, Drognar welcomed Winston with curses and shouts. As it turned out the boy got so hammered, that he peed all over the tavern's main room...

After this was settled with some coin, the party bought themselves a big breakfast, and still a bit hungover, decided to descend into the cellar. There they encountered four giant rats. The fight was short, but Kai got bit by the only infected rat. Julia almost neglected that, as the girls found a crack in the wall and wanted to explore more of the city's underground. Luckily, in the end she decided to go seek help at the temple of Skaghe.

At the temple they were offered some cure potions, but the temple pharmacist told them that three portions will take a day to prepare. The party decided to go easy on themselves and spend the day on sight seeing, until the medications are ready.

The next day they received the promised medicine and descended beyond Iron Sword's cellar, deep into the darkness underneath the city of Adamask...

Thursday, February 4, 2010

Session recap 1

SOoOoOoOoOo!!!!




As you may know from my previous posts, last Friday I finally got back on the line with some D&D!

I haven't mentioned it before (or have I?), but after a long time of searching for some players, Julia (aka fishlemons) came up with an idea, that maybe her friend - Katja, would like to play with us. Katja proved to be intrigued enough to check my blog. After she read it (along with D&D with porn stars - thanks Zak) she got really amped about playing, to the point of buying her own set of dice a week early. Cool!

We decided to meet on Friday. We first made some pasta and, with our tummies full, decided to roll up characters. I had to take a small break beforehand to print all the spell lists, the dungeon map and so on. During that time girls got a bit restless at the kitchen table and I got really stressed out. My biggest fear was, that the girls will find the game boring and won't play ever again...

Luckily, seconds after we started to roll up characters, the atmosphere got joyful and we had a lot of laughs. Character creation took us quite a lot of time, since I had to explain everything and both players proved to be very inquisitive (which is obviously a good thing).

After everything got cleared up, the girls decided what race/class they want to play. Katja was very excited about my take on halflings, so that's what she decided to play. Julia, very in touch with the old school tradition, decided to play a half-elven cleric of Skaghe - a strategic choice aimed at the party's survival (apart from being an aesthetic one).

The most memorable moment of characters creation was a discussion that followed my question about the sex of their PCs.

K:"Hmmm, perhaps we should play men characters... They might have some special abilities..."
J: "What special abilities?! Peeing standing up?!"

More joy ensued, when I asked them to roll a d100 (on a special table that I made) to find out what their characters were doing before they decided to change their qualifications. And so we found out that Julia's PC used to be jester, while Katja's halfling was a candle maker (which btw. led her to quickly come up with a story that the nomadic halflings of my world make candles and lamps out of pony poo)

Here are our heroes (in order of appearance):

Juchi (Katja)
halfilng scout (thief) HP 5
STR 12 DEX 16 CON 15 INT 8 WIS 10 CHA 9

Kai (Julia)
half-elf, cleric of Skaghe HP 8
STR 17 DEX 12 CON 13 INT 8 WIS 16 CHA 10

As you can see, both characters are rather powerful. After rolling and all that stuff, girls went shopping with the S&W manual and I must say, that once again, they behaved like veterans of the game - buying ropes, rations, grappling hooks etc.

And so I played Goblin for the mood and our adventure begun.

We started out with a little prologue in order to clear up why both characters decided to travel and fight together (instead of risking crude roleplaying of good friends pretending they are complete strangers getting to know each other).

Turns out that the half-elf Kai was tired of serving as a Jester on the court of some northern Jarl and decided to hit the road in order to become someone respected - like a cleric of the powerful and feared Skaghe! After she got to one of the mountain monasteries, she had to wait outside for several nights and days, in order to prove she's strong enough to become a cleric-warrior. Of course, her motivation was strong and she got accepted into the order.

Skipping all that time, we moved on to the final day of Kai's apprenticeship, when an old monk called her and said that for the last trial, she has to travel south to a small village of Stillwater. There, there is a small shrine devoted to the Axe Wielder; where a statue holding an axe was protecting the land. Now it has been desecrated and Kai has to set things right. The old priest also informs her that on her way to Stillwater she should join arms with the first person she meets outside the monastery... Needles to say, that someone turned out to be Juchi.

After that introduction we started playing. The PC's were just a few hours away from Stillwater and slowly cold winter night was approaching. Kai and Juchi decided not to stop for the night and try rush for the village. I rolled for a random encounter and it turned out that a lone hungry wolf decided to prey on the party.

The fight was short, the wolf managed to wound the cleric, but Kai made him pay by splicing his head open with her axe (That's right. Clerics of Skaghe wield axes! DUH!). After that she decided to heal her leg with a Cure Light Wounds, while Juchi made a successful attempt at skinning the dead animal.

The adventurers finally got to the village, heading straight for the only tavern. Inside they let themselves get ripped-off; renting a very small room for 1 Gp. However they managed to get some quite good food included in the price of the room. They also decided to pay extra and take a warm bath.

As Juchi was washing Kai was approached by an old man named Thorson. He turned out to be an old adventurer and offered to take them to the old shrine of Skaghe, for a small price of course.

Next morning, while eating their breakfast (which the girls managed to haggle into the price of the room) they were approached by Winston, a boy who wants to be an adventurer, offering to aid them in their escapade. Since the boy was cute and annoying, the girls decided he could be a live shield and agreed to take him with them (little did they know that if they boy died during the adventure, his old father would turn the village against them). After that they met up with Thorson and set out.

The shrine turned out to be a small, a bit neglected building in the woods, just two hours away from the village. Juchi tied her pony and decided to enter in first. When she opened the door a huge log fell from the ceiling, speeding at her. Luckily she made her save and dodged the trap.

It turned out that the floor of the shrine collapsed, opening a huge hole in the ground, possibly swallowing the statue. As soon as the party descended into the darkness, they were ambushed by goblins.

I won't detail what exactly happened underground. I think it's enough to tell you that I took the dungeon from Chgowiz's One Page Dungeon pdf (it's called The Lost Staves of Maurath and was written by R. Lawrence Blake).

The main highlights were:
  • a giant frog, that scared the players a bit (apparently I acted it out quite well, although I think it was mostly Julia's frog-phobia) and they were afraid to kill it, leaving it for the end, setting it on fire by making it swallow a fire beetle's abdomen.

  • an Ogre, that also scared them a bit. Julia managed to roll well, beheading the beast and finishing the fight quite quickly. Old Thorson almost got killed when the huge body collapsed on him.
And that was pretty much it. Although no one died, the party got pretty roughed up and had to rest quite bit.

After clearing the dungeon and finding the aforementioned axe, everyone returned to the village. This is where some confusion set in - no one knew what to do next. To me it seemed obvious that the players are ment to rebuild the statue and place the axe on it, but I realized those were the instincts of an old player, not someone used to the railroady nature of computer games and etc.
I quickly managed to introduce an old fisherman, who noticed the party drowning their confusion in beer and suggested rebuilding the shrine.

The adventure ended after a few days of work. The party repaired the old statue (which smashed on the floor of the cave below the shrine) and replaced the axe. When they were about to leave, the old fisherman turned up and revealed himself as the same priest who sent Kai on her quest. He congratulated the party and told Kai that now she's officially a priestess of the order.

I'm not completely happy with the way I handled parts of the game. I also think some of my role playing was kinda stiff, but I hope it's all part of me warming up.

Now, if you excuse me, I have a game to prepare for tomorrow...

Monday, January 11, 2010

I dunno about you, but my great axe deals d10 damage!


It seems like this post has stirred some discussion over the topic of weapon damage in D&D.

Here are some loose thoughts explaining why I like different types of dice for rolling weapon's damage (or why I oppose the idea of all weapons dealing d6 damage).

I believe that different damage dice are useful because, at least in my opinion, D&D has no other way of showing the advantage of wielding one weapon over another (somehow I never cared for weapon speed tables and etc.).

Let us imagine a fight in which one of the warriors is armed with a dagger and the other one with a long sword. The advantage of the second combatant is obvious and that's where different damage dice come handy. It's simple, one of them takes more damage since he's wielding an inferior weapon, which puts him into disadvantage. If they both were wielding daggers, the fight would have been even and they'd just slowly stab each other to death. In the first example, the dagger wielder dies faster because his opponent's weapon allows for better in combat performance, than his own weapon.

Some might say, the example with the sword vs. dagger works good, because it's obvious which one of them is inferior. But what about weapons that are completely different? Like say a sword vs. an axe?

It's true that the sword is a faster and a more useful weapon (in combat, not in every day life!). However in this case, the difference is simply in damage. An axe is a crude weapon that deals a lot of damage. A sword wielder might deliver several lighter slashes, but when the axe armored barbarian lands a blow - he hacks. It's much easier to hack some one's arm off with an axe than with a sword.

So this is my small rationalization of weapon damage. Even though I don't think my interpretation was the original reason for introducing varying weapon damage, it works fine for me.

Most of all it's fun!

I'd rather see those 10 and 8 sided polyhedrons roll as players hack their way through enemies, than count weapon speed and what not.

Tuesday, January 5, 2010

Going Solo, or why the polish gaming community sucks

Happy 2010 everybody!

I felt shitty after the Xmas and decided to take some time off in order not to cramp my style any further...

But now, I'm back! Hopefully with a vengeance!


During my week off, I was thinking about my main problem with this blog - the fact that after almost two months, I'm still not running an old-school DnD game! Why is it so?

The answer is (unluckily) simple: I can't form a gaming group. It's not that I haven't been trying. I think everyone here knows how difficult it is to get a group of nice people (who have lives and problems of their own) together and play but here in Polandland, it seems twice as difficult! At least for me!

The reason for this, is the fact that the gaming culture developed differently than in the west. Let me elaborate...

The hobby arrived in Poland in the second half of the eighties and bloomed in the early nineties. The late beginnings shouldn't be a surprise, only with the fall of so-called communism and the introduction of the free market was it possible for small publishing companies to emerge and game materials be printed and freely imported from the west.

The golden age of Polish gaming could be linked to the appearance of the first gaming magazine called Magia i Miecz (Sword & Sorcery) in 1993. The first issues were devoted solely to publishing the first* Polish RPG game called Krysztaly Czasu (Crystals of Time), which was an extremely rule heavy AD&D clone.

Over the course of time, the magazine became more and more popular, covering more systems and the subjects linked to gaming, fantasy and sf. In 1995 Warhammer Fantasy Role Play was published, becoming a default "entry" system for the next 10 years. Not long after, other popular systems followed - all the World of Darkness, Call of Cthulhu, Earthdawn, Cyberpunk 2020 and finally even AD&D (which was in house print circulation for a long time, but was published quite late)...

This is where the going might get weird for all the dungeoneers - D&D never made it into the Polish public consciousness... And what I mean is that, in Poland, when people who have vaguely heard about the hobby want to address the subject, they will usually speak of "playing war hammers" or something like that. Of course, DnD is acknowledged by the gaming community as the ancestor, but is generally looked down upon (along with Warhammer) as simplistic and "not-serious", sometimes even addressed as "primitive"...

To be fair, this has changed a bit since in 2004 the Polish edition of 3.e, followed by the new Warhammer, were published. But that introduced a new generation of gamers, rather than changed the attitude of the "old' ones.

But back to the point!

This short outline is meant to give you some background on why I find it so difficult to explain why oldschool DnD is cool.

Because the tradition of playing DnD does not exist, few people understand what kind of atmosphere I want to invoke! And explaining isn't so easy! Usually when I get to the point of explaining how OSR postulates using rule light game and the flow of the story/adventure over loads of pseudo mimesis, people either look at me like I'm crazy**, or ask why not use "a better rule lite-system like FATE" (which, btw. I like a lot). Not many people see the old school elegance of the DnD rules and fall for their charm. In fact I'm close to explaining it by playing people this vid, which in my opinion really captures the spirit of OSR.

Finally there is a problem of the Polish Cult of Role-playing/acting. Somehow the presumption that good playing is synonymous with good acting is extremely strong. Few people here understand that good acting during the game doesn't stand in opposition to being silly, introducing Tables of What Happens When You Are Drunk and keeping in mind that what you are doing is playing an artificial construct of rules according to which you get Xp for gold just because it's cool.

So yeah, getting people to play is difficult... Especially that I have an adventure laying around for some time now and feel that both I and fishlemons are getting restless!

Maybe I'm just trying to make it too perfect! I really don't know now... Maybe I should run it gonzo-style like Zak does? But for that you still need a set of right people, or at least so it seems to me...

Recently I've even started thinking about running a solo introductory adventure for fishlemons (mainly because of this post). Still, it's gonna be her first time and I'm not sure if that's a good way of introducing her to the hobby, which after all is mainly a social activity.

NOW DISCUSS!!!

*the question of what system was really the first polish language one remains disputable. The first officially published game was entitled Oko Yrrhadesa (Yrrhade's Eye, this is how the 1995 book version looked like), it came out as an article in the 1990 issue of the magazine Fenix. However, there are legends about first drafts of Time Crystals and a home translation of AD&D Player's Handbook circulating as early as 1987.
**somehow "realistic"rules are extremely popular in Poland and the belief that mechanics should describe the game as accurately as possible is quite widespread. On the other hand all the oldschool random tables, which I find entertaining on the meta game level, are discarded as something primitive!

_______________________________________
all art by Jarosław Musiał

Monday, December 21, 2009

10 ideas that never made it pt.2

6. Creating a blind mage

We were to play Warhammer and the idea was simple: there was a mage who went blind. Because he couldn't cope with his disability he implanted himself new eyeballs made of warp stone...

To other people he would look like his eyes were missing, his sockets being just black holes sucking out the light. The other thing was how the eyes would actually work. All the perception was distorted by the warpstone in such a way, that the mage couldn't read any written messages, but would perceive emotions of the author in the process of writing. Same would happen to his perception of people. He could read auras and emotions, but lack the ability to actually see faces clearly...

If you know anything about WFRP, it's not a surprise that the DM wasn't enthusiastic...



5. The elf barbarian

Once we were to play 3e. D&D. I was sooo amped. As I was thinking what character to play, I saw an image of a raging celtic warrior wearing only body paint. The image was so evoking that I decided to play a character who was a tattooed berserker and an elf (I really have no idea where that elf came from, but it was a must!). I started thinking how the fuck could all those things come together. And you know what? I think I came up with quite nice character background!

It all started in a small, peaceful elven community that was being raided by drow. At first the attacks were sporadic and infrequent. But with time, the dark elves became more persistent, launching regular raids, ambushing the hunter groups, slowly depriving the community of warriors and anyone able to defend the village.

Finally, it was clear that not enough men are left to effectively defend the community and that the next raid will be the final one. Compelled by the duty to his people, the druid (who was also the leader of the community), decided to sacrifice his own child in order to save the village and avenge the dead elves.

He prepared a ritual in which a dangerous demon, a Strzyga, would be bound in the body of the young elf. He knew that after his child destroys the drow, he will have to be killed. His heart was crying, yet he did not hesitate.

Soon, at the full moon, the ritual commenced. The young elf screamed in pain as mystical wards, ment to chain the demon's soul, were engraved onto his body. After many hours of torment his consciousness gave out. As the ritual was coming to an end and last runes were scribed, the drow struck...

When the boy woke up everything was in blood. Bodies of slaughtered elves, both drow and village, were scattered all around him. Something must have gone wrong... HE was still alive, body covered with mystical signs and a new strange feeling of alien presence following wherever he would go...

He knew what had really happened, but failed to acknowledge it, or perhaps something or someone didn't want him to acknowledge. With passing time the boy became a man. He wandered the wild territories becoming a formidable fighter, avoided settlements, since a simple tavern quarrel would often lead to fleeing the town, not remembering what followed and how a simple misunderstanding ended in a brutal fight...


Man! I wish that game did work out!

Saturday, December 19, 2009

10 ideas that never made it pt.1

It's really cold here, -13 degrees Celsius (8.6 degrees Fahrenheit). Somehow the Melvins' Boris helps to keep me warm.

It might seem strange, but I often come up with my most creative/weird ideas in the shower. Today I thought about gaming ideas that I had in the past, but somehow never got to realize.

Here's my first installment of...

10 ideas that I always wanted to realize, but failed or forgot to:

10. Playing Shadowrun

I bought the main handbook and always wanted to use it, even though I could never imagine how all the pieces came together. I know people who played the game extensively and had lots of fun... I guess my experience running the shadows is yet to come!

9. Wladir Lennist and Karel Merx

This idea actually kicked off pretty well, but ended shamefully. Wladir Lennist and Karel Merx were characters created by me and my friend for a fantasy game of non decrepit origin (also known as the "anything goes" type).

I was playing Lennist, an elf, who with his gnome comrade Merx tries to start a revolution against the feudal lords. Merx was the brains and face of the duo, giving out fiery speeches and creating magical bombs. Lennist had a horrible burn covering the whole side of his face due to a bomb misfire. He was the muscle of the operations, skilled in fencing and acrobatics, assassinating the enemies of the people (usually by blowing them up).

By this point you probably noticed that our main inspiration for those fucked up PCs were Lenin and Marx, followed by the whole bunch of 19th century anarchists...

At the beginning things were running smooth. However, we haven't foreseen the fact that our gaming group would incorporate a VERY irritating guy (seriously imagine this guy as a player)... At first staying in character wasn't difficult, but with the passing of time, my in game goals shifted. I didn't want to liberate the people of the state, I wanted to kill the irritating player. I wanted to torture him in every possible way, throw his preposterous character (it was a dark blue skinned vampire with black angelic wings, which was supposedly "the chosen one" of his race, blah blah blah) into a meat grinder...

At this point I should probably say, that I am a bit ashamed of what I did, as it was an example of extremely bad gameplay, but I don't regret it.

What happened is: after his 4059 stupid remark my character simply started attacking the irritating vampire schmuck. To my surprise this polarized the party (i think people simply decided not to act out of character) and a huge fight broke out. Needles to say it ended with a TPK ( I think, I blew myself up just to kill the last enemy) and the DM treating us like a bunch of idiots.

I still think the characters could have been fun to play, although that was probably the first and the last time I tried to incorporate a modern political concept into character creation.

8.Goblin Campaign

Ever since I encountered a review of Orkworld in the only Polish RPG magazine, my imagination was filled with dreams of running a campaign wit PCs being goblins, orcs, trolls or things like that.

We even created some characters. My favorite was a small goblin, who in a conanesque fashion was trapped in a cave that turned out to be a tomb of a long dead king. There he acquired a Powerful Great-sword.The only problem was, the poor gobbo was barely able to lift the thing.

I still feel sad about this idea never working out.

7.Creating a Cube-like dungeon

This idea was inspired by the movie Cube (duh!). The main point wasn't to create a dungeon that would look like the place from the movie, but for the layout of the dungeon to change in an organized pattern.

Such a dungeon would need to have a very thought out and logical construction. The pattern in which the rooms layout would change is also very important. It shouldn't be random, since the main point of the adventure would be for the players to crack the pattern in order to get out (as opposed to getting out by means of some magical device in the dungeon etc.).

I think it's not a very fresh idea, but surely a inspiring one. I never got myself to actually do it because it's extremely demanding both from the players and the DM. My biggest issue is the pattern of the dungeon transformations. A complicated one might prove to be too difficult for the players, one that is easy to break would simply kill the whole adventure...

Wednesday, November 18, 2009

Little misunderstanding

I thought some time will pass, before I can say anything constructive about mechanics and yet, here I am.

The reason for this post is my latest blog discovery, which addressed many game-play/mechanics issues I was troubled with.

The set of custom house-rules presented is simple and well constructed, augmenting the basic Sword & Wizardry, which to my taste, seemed a bit too bare and (dare I say)too primitive(in the best OD&D sense).

Even though I don't agree with all the custom house rules presented in that package, it made me realize that my previous statement about mechanics was too hasty.

So to be clear: (for anyone reading this blog and for myself) I am much closer to adopting old-school rules than I thought. As I am an opponent of feats and list based skills, my D&D might actually be much closer to OD&D than I previously supposed.

That's All Folks!

Monday, November 16, 2009

If you want to make an apple pie from sratch, you must first create the universe

Yesterday I decided to make a set of, more or less, custom mechanics that will suit me best. However, I think I will need to give myself more time before I can post anything else on the topic, as I want my mechanics to be well thought out and coherent.

That is why I will start creating the game setting first. Hopefully the process of gradually building up ideas and putting them in order will also influence writing mechanics, clearing some controversies and making it fit the setting.

As I've stated before, my biggest influence now is the OD&D and it's roots in pulp fantasy fiction. I've also decided to take the approach of just outlining my world's realia and overall atmosphere without filling out many details beforehand. This seems to be the method that fits me best, since it enables me to give my players the feeling that I want our game to have, without over intellectualizing it or creating artificial political and cultural constructs that my players may never encounter.

Don't get me wrong, I like making stuff up, I just think that letting things develop organically is much more effective and in the end will make the setting feel more real (whatever that means).



Below are the basic assumptions for My World, (I'm not so good with names, any help would be greatly appreciated), please note that they might be subject to later change.
In no particular order:


1. Magic exists, however there is no division between arcane and divine magic. I see it as a flowing, chaotic undercurrent (dynamic, prime substance) on which the material world (static) is founded. This assumption leads us to the conclusion that clerics and wizards in fact don't use two different kinds of magic, but apply two distinct ways of shaping it.

I think that my wizards will be kind of a blend between Howardian evil sorcerers and pre-socratic philosophers.

In the social context, magic will be a power feared by common folk, often associated with evil practices and so on. There will be at least one state, where wizardry is banned.

Even though I want it to have quite a dark feel, I'd also like it to be rather widespread, as I don't want to deprive PCs of magic objects. That is why I came with the story presented in 2.

2. I want my game to take place in a dark and dangerous world that has it's best days behind it. I'm thinking of a transition period, where everything is seemingly cool, yet everyone knows that life is harder, people less trustworthy and the time of great empires and truly great deeds is gone.

I've also thought that I want my world to have some old ruins that will be cursed but filled with magic items and treasures that everyone is afraid to steal, being a great theme for adventures.

That is how I arrived at the idea of a great Empire that fell under it's own hubris and gluttony. They will be an equivalent of Roman Empire or the Ottoman Empire in my world. I'll also make it highly magical, thus giving the explanation why magic is quite popular yet feared (they won't be well remembered). I think that magic will also be the reason for the Empire's end, I have some magical über catastrophe or curse, wiping their power away, though I have no idea what it could be.

Also, I'm not too keen on the Vance'ian feeling of "Holy shit, the sun might die any minute now". Think more early medieval times, maybe 8th century Europe.

3. I quite dislike the idea of gods walking the earth in rpgs, but on the other hand, I'm not a fan of settings completely devoid of deities (they can sometimes prove conceptually interesting).

I also dislike the way many game designers treat gods, as if they are a mere addition (a good example would be 3e and 4e players handbooks), thus closing them in simple categories like god of war or goddess of love.

I think, that looking at the history of western culture (and in fact history of our world overall) religion took a very important place in shaping cultural behaviors and the way people thought for centuries. Thus I decided to create my own pantheon, that I hope will be more complicated than being a simple collection of Odin and Thor rip offs.

4. The last factor, is the presence or lack of demi-humans and in fact most fantastic races.

In the early moments of outlining my ideas in my head, I seriously considered dropping all demi-human races, but than I read this. That made me realize, that in fact, I would be needlessly limiting my players. So what I really need to do is to reinvent the classical tolkienish races.

My first thought was to place elves as the race that built the Evil empire (however I discovered that someone had already done that and now i feel stupid), that would give me a good excuse to place elves in seclusion in the woods, give them an inbuilt guilt and back to the roots profile, as well as limit their population in the world.

I also thought that because of the fall of their Empire and the magical curse/cataclysm, the elves had become not only mortal, but burdened with the problem of aging in a horrifying manner (altho their life spans would still be much longer than human).

The other problem are the dwarfs, since from my experience players tend to view them through one archetype (which is sad, but difficult to change). I've found J. Maliszewski's take on dwarfs very nice, but I'd feel super bad about copying that (since I already feel a bit guilty about the elves).

As to Halflings or Gnomes, I have no ideas yet. I thought about dumping them in favor of a race of frog-men which I came up with some time ago, but I'm not sure if it wouldn't be better to use them as an addition...

Anyway. Those are my basic ideas for the game world. In posts to come, I plan on discussing them in more detail.

_______________________________
art by Frank Frazetta

Sunday, November 15, 2009

This is where I'm at...

As I said in the previous post, before my game begins, I would like to outline the setting my adventure will take place in and the system of mechanics I will use. Since I was reading a lot of blogs bout D&D, I was certain I want to play that system in some kind of a fantasy setting. But before I went on to establish more details, I asked myself what atmosphere and flavor will my game have?

Do I want a game revolving around combat, or storytelling?

Should the setting be a high magic one or a low magic world?

Do I want epic, high adventure, where characters save the world from great evil, or should they be mere mortals, struggling to survive in dark, difficult times?

The answer came from discovering the old school D&D revival movement. The idea of bringing D&D back to it’s roots instantly clicked with me. Even though I’ve never played the original D&D, the experiences of the modern day gaming industry - the present trend of overemphasizing rules and copying mmorpgs (damn you 4e.!), is enough for me to sympathize with anyone who stands by the old ways.

As I was digging deeper into the OD&D scene, I stumbled upon some great articles (namely here and here) outlining the literary inspirations behind the original game. I found the concept of a pulp fantasy game, created by James Maliszewski, especially useful in putting my mind on the right track (the right track = reading Jack Vance, digging up my long forgotten Robert E. Howards). Thus I’ve decided that I want my game to have a darker, raw feel, much in the atmosphere of early Conan adventures, with PCs having to stand against an unfriendly and dangerous world. I’ve also pondered on how magical my world will be. I’ve decided that magic will be much feared and more associated with danger and evil, but all in all not very difficult to find (I do want my players to get magical treasure). Having accomplished that and having read Jack Vance’s Eyes of the Overworld, I came up with an idea of a world that is already over it’s prime, one that used to be populated by some powerful magical civilization which failed and fell under it’s own hubris. I think that is enough for now.

On the mechanics side of things, the encounter with Grognardia made me look for OD&D retro clones like Swords & Wizardry and OSRIC. I’ve dug through them and decided that in fact being unaccustomed to these rules, using them, as they are, would be unintuitive and might in fact slow the game down, instead of making it simpler. I gave that problem some thought, went through all D&D editions available and asked myself; what would be the most intuitive solution for me and my gamers? I arrived at the conclusion that most of my future players are well accustomed with d20 mechanics, it also struck me that using one dice for most rolls and checks would be least confusing to new players. However, my distaste for such 3e. table sprouting features as feats and huge lists of skills, led me to thinking that in fact the 3e. needs a lot of modifications. The final (I hope) conclusion is that I’ll try to make up my own d20 system, which will be more in tune with my recent old school interests.

Summing up. In posts to come I will try to focus on the description of new mechanics, that I am going to use in my game, as well as the description of the game’s setting.