Showing posts with label house rules. Show all posts
Showing posts with label house rules. Show all posts

Friday, June 12, 2009

Kindle DX rule book

I returned home yesterday to find that I received my new Kindle DX from Amazon.com. I had been looking forward to getting my hands on a large-sized PDF reading device ever since I first heard about the Plastic Logic Reader. That particular brand won't be on the market for another year. Meanwhile, we have the Kindle DX.

The Kindle DX is not to be confused with the Kindle, which has a much smaller screen. The DX has a large screen that is suitable for double columns and charts.

The display technology is remarkable. It is not a bright LED screen that you can't read in sunlight. It's like a giant digital watch screen that needs an outside light to be read. Unfortunately, "turning pages" seems slow in comparison to doing the same thing with Adobe Reader on your computer. However, I imagine that this issue will be addressed in future versions of the Kindle.

It displays in greyscale only. But that's fine since most rule books are in black-and-white. The words are more important than the pretty pictures.

You can easily hook your DX up to a computer with a USB cable. Your computer treats it like a removable external hard drive. You can load it up with PDF files (4 GB capacity, I believe) and you're good to go. Switching out PDF files is a breeze.

This is the future of game rule books. PDF files are nice but it is awkward to use a desktop or laptop computer at the game table. This device is no larger than a typical hardback game rule book. As a matter of fact, it's thinner than many rule books. Best of all, you can load it with thousands of pages.

All game publishers should publish Kindle versions of their rule books. The caveat is that they must put more effort into it than just simply saving the rule book in PDF format. Anything less is unacceptable and defeats the purpose of putting it in electronic format. The document should be filled with links to particular pages on the table of contents. Not only that, the document should be filled with cross-reference links. Instead of having "(see Chapter 4, EQUIPMENT, for more information)," place an actual link to that page.

This new medium for text information is fantastic. But those who write material for it must do it in a manner that takes advantage of its power. Simply scanning book pages directly to PDF format would only result in a marginally useful document on a Kindle. But if rule books are assembled in PDF format with links, it makes all the difference in the world.

I only got my Kindle DX yesterday. In the next week I will experiment with creating cross-referenced PDF documents in Adobe InDesign CS4. This will eventually lead to development of my own house rule book for my current 0e/1e D&D game.

UPDATE:

I just found out that it is not possible to do anything useful with PDF files on the Kindle DX. Hyperlinking for cross-referencing is not possible. PDF table of contents doesn't work. It only reads the PDF and nothing more. This thing is USELESS to me. I will try to return it or sell it on eBay.

Friday, April 3, 2009

How I play in the sandbox (campaign)

Today I got a PM through a gamer forum that I frequent. In it, a fellow gamer asked me about sandbox campaign game play. There has been much talk about sandbox campaigns on various old school blogs. But I'm not sure that has been a lot of explicit detail about exactly how these sandbox campaigns develop. I learn best by example. So I tried to to answer with examples from my current experiment with old school gaming, Blue Dancer. My PM reply turned into a very long message. And so to make it worth my while, I've edited a version for this blog.

My fellow gamer wrote:

I wanted to ask you something about "sandbox" style campaigns. Do you still have events going on in the background that may or may not influence the PC's? What about the PC's influencing those events?

Where I am going with this is that I too often run into the pitfalls of the story arc. It sounds great at first, but the PC's don't get that one clue they should have, or they don't kill the guy they should have, or maybe they killed somebody they SHOULDN'T have.
In answer to the question, I do not have events going on in the background that may or may not affect the PCs. At least, not at first. And maybe not the way one would expect. Instead, I have factions of monsters and NPCs that are set in place within the campaign world that are poised to react to the PCs if they are encountered. From there, stories might spontaneously generate themselves through the improvisation of both the PCs and the DM.

For example, I've started a 1e campaign with some folks I met through KnoxGamers. I have Castle Xeva, a tent pole mega-dungeon, outlined but I've only mapped out a couple of levels. At the beginning, I told the players that one of them acquired a map to a secret entrance. We had the obligatory tavern scene. They were expecting various adventure hooks but I gave them none. The way was paved to the entrance of the dungeon. I had random lists of various types of names that I could fish from to assign to NPCs. On the way to the dungeon, I rolled a random encounter in the woods. Goblins! They laid ambush. I was surprised that they took one goblin prisoner and questioned him. I had absolutely positively nothing prepared. I improvised. The goblin said he was part of a patrol sent out from the castle dungeon (where the party was going). While the PCs were arguing about whether or not to slay the goblin, a treant snatched the goblin and ran off into the woods. This gave me ideas about where the goblin came from, what the treant was up to, and what might happen in the future.

When they got to the castle's dungeon, I still hadn't filled all the rooms with details, monsters, and traps. I had noted some of the monsters near the entrance. When the players traveled beyond what I noted, I randomly picked out appropriately powerful monsters and improvised. Their tentative explorations have given me ideas about how to flesh out the dungeon further. The PCs have been discussing their theories about how the various monster factions within the dungeon are interacting based upon my sparse (and sometimes improvised) hints. Privately, I've been taking note and preparing for future adventures.

I've repeatedly explained to the PCs that I would not be easy on them. I would not look the other way at bad dice rolls. Thus they burst into a goblin training room without listening at the door and two of their characters went down. They rest barely managed to escape and regroup. Were the players upset? Absolutely not. They all had a good laugh and were ready to roll up new characters. But, since the players were taken prisoner and not permanently destroyed, I told them to hang on until the next session. You see, I had some vague ideas about how the PCs could find their way out of this mess.

In their previous encounter with goblins, one of the players asked if they bore a common symbol on their armor or shields. Perhaps this would indicated what tribe they were from or what organization they represented. That caught me off guard and so I said they did not wear any sort of symbol. But that gave me ideas for the future. When they encountered goblins in the dungeon, I said that they all had white symbols on their armor.

The following week, I introduced an NPC thief, a character I had used last year in this same campaign world but with a different group. With her help, the PCs escaped. The NPC thief promised that she could repay them by introducing the party to a powerful magic-user that she knew in the nearby capital city. (Yet another character I used in a previous campaign.)

When the PCs left the dungeon, they encountered an elf and a treant holding a tied-up goblin. The elf explained that he was a ranger from a nearby faerie city in the woods to the north-east (the name of which I randomly chose from a list right there at the table while we were playing). The treant, of course, was the one they had encountered before entering the dungeon. The elf explained that the goblin was not from the castle dungeon but was actually from a tribe that had occupied a nearby abandoned manor house somewhere to the west. This explained the goblin's lack of identifying symbol. The PCs decided to go check it out next time. This has somewhat eased up on my session prep because I plan to use an existing published module. That's why they called them modules, after all. So you could modularly insert them into any campaign world.

At the beginning of the campaign, all I had prepared were some spare dungeon notes and some general ideas about the surrounding wilderness. There were no adventure hooks other than the map to the secret dungeon entrance. Now that they are returning to town for the first time, they have at least three or four choices of where they could take their adventures. My main castle mega-dungeon is, of course, the central focus of my campaign and allows for endless adventure possibilities. But there are other places that they can now explore.

What matters is that the PCs are given an adventure that proceeds at an interesting pace. And at their own pace. What matters is that they have monsters to slay, traps to avoid, treasure to find, and NPCs with whom to interact. What matters is that each player can be given challenges appropriate to their PCs' classes. Their ultimate goal is to reach higher levels so that they may attract henchmen, build strongholds, create temples, start guilds, or whatever the players want to do. Each class has an endgame that is specified in the earliest editions of D&D but were abandoned in later editions. PCs need to be able to carve out their niche in the untamed chaotic wilderness between the "points of light" that are the waning remnants of lawful civilization. How they do it is up to them. It's up to the DM to provide realistic obstacles to whatever the players want to do. But a DM planning out every last level and room of a dungeon that the PCs might not completely explore is folly.

Along with rule books full of monsters to fight, spells to cast, treasure to loot, and magic items to wield, all of these parameters allow the DM to easily improvise a "story" right there on the spot as they are playing the game. Based on what happens in previous sessions, further story developments can be improvised. As more information about the game world is accumulated, the easier it is to improvise new story developments.

When I started my recent campaign, I had no idea that they would encounter some goblins in the woods. But this inspired the use of the module with the goblin-infested manor house that the PCs can explore. The treant encounter, which I had vaguely planned before the start of the campaign, inspired a possible future plot development and a "mission" that the PCs can complete. The elf encounter, which I had also vaguely planned before the start of the campaign, might allow potential allies for the PCs. The thief that helped their escape created a powerful connection in the nearby city. But I hadn't planned this connection at any time before the PCs were captured by the goblins. And the big bad guy? He/she/it is within the castle ruins and has yet to notice the PCs. I'm not even sure about the agenda of all the factions yet. Whatever it is, it's up to the players (and the DM) to figure it out. There is always a possibility that the players will figure out the bad guy's nefarious plot before the DM!

With sandbox campaigns, there is no railroading. The possibility of the PCs doing or saying the wrong thing is irrelevant. Excessive game world design is pointless. It's good to have some extremely general details worked out about what's nearby the first dungeon that the players explore. But there is no point in planning out agendas and rolling up NPCs until you know that the players are going to have anything to do with them in any significant way. Over time, NPCs flesh themselves out. Plots play themselves out in an improvisational manner. The so-called "plot" of the campaign could very well result in Total Party Kill. So be it! It is a game, after all. Adventure paths with story arcs are what I call "gaming entertainment" and are not actually games in the true sense of the word. The players can roll up new characters. And when they do, the DM already has the campaign world fleshed out even more than when the group first started out. It gets easier and the pace of the game moves faster than before because both the DM and the players are already familiar with the established stories of previous game sessions. I had already played a campaign with another group within this game world and so I have several characters that I can call upon as NPCs. Back when I still thought campaigns needed story arcs, I had even developed a rough outline of a world-shaking event for this campaign world. Will that story develop in this campaign? Only if it seems relevant to the actions of the PCs. I could care less if they pursue that plot hook.

My gamer friend also asked me:

Anyway, I was just wondering more about this free form stuff. Are you running anything like this during the 3 River Con? If so, I would be very interested in playing or, if you are already full, just observing.
As for running a sandbox campaign at 3 River Con, I don't think that will happen. The very nature of a sandbox campaign is that it's a multi-session thing that snowballs over time. Gygax and all the rest of the old schoolers carefully prepared adventures in advance for their convention games. These were known as tournaments and even had their own scoring system.

It's been theorized that Gygax's 1st edition AD&D was actually a formalized version of the original edition in order to be used for tournament play. (James M. over at Grognardia mentioned this but I can't find the specific post at the moment.) Many of the tournament games from way back when were eventually published as some of the famous modules that we know today. This probably encouraged gamers everywhere to emulate the style of carefully pre-planned modules and eventually encouraged the development of adventure paths with story arcs. I don't think there was ever a formal presentation or "how-to" guide for playing RPGs like they did back in the early days. Lately, folks like me have been re-examining what playing D&D is really all about. I've been wondering about this for the last couple of years. To my delight, I've found through the magic of the internet that there are many other people who are of a like mind. Thus, we seem to be having an "old school renaissance."

Wednesday, March 25, 2009

Blue Dancer session #6


Yes, it's been a month since the last campaign update. There hasn't been much to report other than that the dungeon crawl has been proceeding at a slow to moderate pace. But the pace is picking up as we become more familiar with 1e rules and discuss the establishment of house rules. Nevertheless, I think we are succeeding in our attempt to return to the old school roots of D&D.

During the second session, the PCs entered the valley of the faerie and followed the overgrown road to Castle Xeva. On they way, they had an encounter with some goblins and a mysterious treant. In the third session, they reached the location of the castle. A high stone bridge spanned a crevice above a wide river next to a huge waterfall. On the other side, upon a tall rock formation, rests the castle. Cautiously, they crossed the bridge and find the secret trail up to the collapsed wall beneath a curtain tower that opens to a corner of the underground dungeon.

I did my best to describe this first room of the dungeon as safe place to set up a "base camp." This became more apparent when they discovered that much of the corridors and rooms immeadiately beyond this first room had only non-intelligent monsters. Some of the rooms seemed to be neglected, forgotten, or at least didn't see much traffic.

The first creatures they encountered were a bunch of giant centipedes inhabiting a forgotten latrine. After squishing these horrors, the players were confronted with a monster that challenged them. One of the PCs, Cedric the cleric of the Flying Spaghetti Monster, correctly guessed what was going on. The first clue was the unusual cleanliness of the corridor. The second was the floating skeleton coming down the corridor. Undead! And a weird, powerful undead. Not some run-of-the-mill skeleton warrior. This threw everyone else off. It took a while for them to figure out that it was just a gelatinous cube. The point is that I didn't just say, "A gelatinous cube is approaching." I tried to describe it in indirect terms and I successfully added some flavor and mystery. The PC playing Himo Liadon, the elven fighter, commented that he immensely enjoyed being challenged by an old school monster that he never thought much about. He was impressed by the fact that I had placed this monster in the dungeon and had it fulfilling its intended purpose: dungeon cleaning. I explained that I was trying to achieve what James Maliszewski termed as Gygaxian Naturalism. I'd like to have the dungeon monsters to have some sort of reason for their placement.

At the beginning of the fourth game session, the players slayed the gelatinous cube with flasks of burning oil. (Unfortunately, Cedric couldn't make it for this session.) The PCs cautiously explored further. After Milo Tosscobble, the thief, disarmed and unlocked a door trapped with a chopping blade, they found a cobweb-filled corridor and a dark figure shooting a hand crossbow at them! The elf goes down, the bolt tipped with sleep poison. The mysterious enemy disappears behind a door. Before the thief could unlock it, he was long gone. They try to follow his trail but they waste further time trying to sneak past a sleeping gryphon.

The fifth session was at a new location, in the basement of player running Hibob, the magic-user. Here there was more space and a larger table. And his huge collection of WotC plastic minatures was amazing. But me and my 1e monsters! The first monster I asked him to pull out didn't exist in 3rd edition. Unfortunately, two players were missing this time around, Cedric and Himo. Exploring another room, they found a pool of black water feeding tree roots hanging from the ceiling. Beyond the draped roots they encountered whipweeds that were a good challenge.

The sixth session, which took place last night, was the most exciting session we've had so far. But before we began, we went over some house rules. (I'll address these in a separate blog post.) All five of the players were present and we we all felt much more comfortable with the rules. After the PCs had their night's rest, I peppered their night with semi-random texture. During the first watch, Himo the elf spotted a dragon-like creature flying from the castle to the mountains to the east. Right before dawn, Royor, the half-orc fighter, spotted the gryphon flying off for its morning hunt. Milo, playing the perfect thief, wanted to go back and steal the eggs! But the others wanted to explore other dungeon rooms. Thus they burst into a goblin training room and a glorious battle ensued. Things were going badly for the goblins at first. But then then Milo went chasing after a goblin spear-chucker. This brought the attention of more goblin spear-chuckers and things went south for our heroes.

As I explained to my players during several previous sessions, I would not be going easy on them. I do not have any sort of long-term plot in the works for this campaign. I have no adventure path. There is just the players and the dungeon. If they die, they die. It's the nature of the old school game. Thus it came to pass that Royor and Hibob went down. Cedric made the rational decision to take Hibob's wand and make a hasty retreat with Himo. Milo, when he went after the goblin earlier, had become separated. But the thief managed to escape and, with succuessful climb rolls, managed to work his way around the cliffs and back to the dungeon entrance. I explained to Royor and Hibob that they awake in a dungeon cell guarded by golblins.

Gloom and doom! But we all had a good laugh. The adventure has taken a turn that no one expected, least of all myself. This has sparked yet more ideas about the future of the campaign. And everyone is very much looking forward to next week's session.

Wednesday, February 18, 2009

I'm gaming again!

Support your local gaming forum! That's how I got the chance to continue my D&D campaign. And this time I get to do it old school style! It just goes to show that with some patience and courage, you can eventually find a good gaming group. And with luck, this new group will endure for a good while.

I met some of the guys in my group through a tiny gaming convention sponsored by Knoxgamers.org, a gaming forum in Knoxville, TN. In 2007, I had used that forum to start a small gaming group. Once we played through a module, the group dissolved. After that, I was uncertain as to whether or not I'd ever find a game group in my area again. I tried MeetUp.com and the group I organized was successful at first but it eventually fell apart due to lack of regular attendance. But I always paid attention to the goings-on at KnoxGamers.org. And it appears it has finally paid off.

I think that the "old school renaissance" significantly contributed to the formation of this group. I noticed someone on the KnoxGamers forum expressed interest in playing 1e D&D. I posted in that thread, stating that I was interested, too. A few others chimed in and we discussed it off and on for the last couple of months. We finally got to meet each other face-to-face at the little convention that the forum organized. It turns out that some of us had been reading the same old school-oriented blogs. That was encouraging for everyone and it has resulted in my DM'ing an AD&D campaign for the first time in decades.

At first, there was talk of using the Swords & Wizardry rules. I was in favor of the idea. But after some review and discussion, a few of the players noted that those rules seemed too simple. I pointed out that S&W, like the original D&D rules from 1975, was designed to be extremely open-ended for house rules. However, we decided that any house ruling we would make would end up looking like AD&D anyway. I'm still curious about Labyrinth Lord, which is based on the Moldavy rules, and I've ordered a copy from Lulu. (I'm getting the hardcover with the alternate design.) But we decided that we will use OSRIC as a base and the original AD&D rule books as further reference.

I really wish that OSRIC was available in print. I would gladly pay for a relatively expensive hardcover book. PDF files are swell. But nothing beats having a rule book in hand.

Friday, January 2, 2009

Magic is MAGIC

For too long have I endured conventional D&D magic over-rationalized in terms of real-world physics. My attitude comes from years of gaming with a particular group that viewed wizards as too powerful. They even implemented a house rule that crippled wizards with an extra skill roll with every spell cast.

James over at Grognardia wrote an interesting post about the implementation of pulp fantasy styled magic in D&D. His idea, as I understand it, is to require a greater level of D&D spell component detail in order to make it resemble the magic as presented in pulp fantasy literature. I'm not so sure that is a good idea.

Magic is MAGIC. It doesn't make any rational sense. That is its nature. If magic is quantified, I believe it leads to game worlds such as Eberron where mechanical devices are powered by magical means. Yes, it is interesting to explore these ideas and it can make for fun gaming. But it departs from medieval fantasy and into the realm of science-fiction.

James is not at all suggesting that elemental-powered steam engines should be a part of the game. He is merely suggesting that magic could have a more "realistic" flair if it were rationalized in terms of increased spell component requirements. I don't think that is necessary. And I'm not convinced that such a change would give D&D any more of a "pulpier magic" feel to it. I say that if it ain't broke, don't fix it.

Take for example the bag of holding. Much theorizing about the nature of this ubiquitous device has been made over the years. Questions have been presented about whether it can hold material in terms of volume or mass. How sharp do objects have to be before it can accidentally rip it open? Can it hold water or do liquids seap through the material of the bag into some other extra-dimensional space? If sharp things can poke it, what's to stop leakage? If it's absolutely water-tight but can be pierced, what is the nature of the bag's lining? Even if an object weighs less than the bag's carrying capacity, can it be stuffed in the opening?

And then there is Hermione Granger's bag of holding. If you've read all of the Harry Potter books, you know what I'm talking about. If you've only seen the movies, let me explain. At a certain point in the saga of Harry Potter, he and his friends go camping. They carry with them a tent and all the other various types of camping gear. Harry and his friends are wizards that use spells and magical devices. They take with them a tent that is much larger on the inside than it is on the outside. It's like a tent with a permanent Mordenkainen's magnificent mansion spell. Inside the tent is a small apartment with beds and a kitchen. In order to pack up their camping gear and take it with them, Hermione fashioned a small purse into what D&D gamers will instantly recognize as a bag of holding. Her version has an enormous carrying capacity. And she is able to stuff a bulky tent, a large oil painting, people, and God knows what else into this tiny little purse.

If I was a player in my old group and tried to create a bag of holding just like Hermione's it wouldn't have been allowed. It would be able to carry far more than a bag that size would normally allow. It would be able to care sharp things! It would be able to carry things that were much bigger than the opening of the tiny little purse. And clearly it would be able to hold other extra-dimensional magic devices without ripping a hole in space-time. Perhaps my game group would have allowed such a relatively powerful device if it cost much more than a regular bag of holding. But even then there would be severe strictures because of the tendancy of that game group to over-rationalize the physics of magic.

Rationalizing magic is pointless. It is something that occurs in fantasy literature. Since it is something that can only exist in the imagination, it can do anything. Quantifying or rationalizing it leads to a maze of rule judgements that leads to splat books that players think they need in order to enjoy the game.

Thinking of new and interesting ways of implementing magic should be the reward of a powerful imagination. If the power of imagination is directed towards how magic should be limited, I think that is contrary to the goal of having fun. Leave the hard physics and rationalizations to the fighters and weapons based upon the realities of the medeval history of warfare. If you, as a player, can think of a brilliant way of escaping from a dragon's lair with a hilarious combination of rope trick, a bucket of whipped cream, and fan dance, then have at it! If the wizard at the table comes up with imaginative solutions to problems using spells in a way that's not defined in any rule book, give it a chance. Don't worry about it setting precedents. It's magic! Spells defined in the RAW is how magic works in tried-and-true ways. But who's to say it can't be improvised? Who's to say magic can't do this that or the other? The DM and the rules lawyer, that's who.

In my own games, I dispense with the accounting of spell components altogether. I just assume that wizards always carry around spell component materials and spend their spare time collecting them. I assume that they have to periodically buy a new spell component pouch between forrays into the dungeon.

Powerful spells with expensive and rare components can make for interesting quests. But having to constantly worry about them for the most mundane spells is, in my humble opinion, a waste of time and counter to the spirit of free imagination. It starts the gamer down a road from which it is difficult to return.

Wednesday, December 10, 2008

Ramblings about Pathfinder vs. 4E

I haven't been posting in a while because of work. But I've been reading the RPG blogs every day. Today I noticed a link to a very interesting blog entry at Chad Perrin: SOB titled How Paizo Fixed D&D. Then I noticed a response to that blog entry at The Core Mechanic. So I've come out from under my rock to post some of my thoughts regarding this issue.

I am no longer enthusiastic about 3.5E. And I'm even less interested in 3P, as the Pathfinder system is being labeled. The set of D&D rules that accumulated since the publication of 3E back in 2000 became a bloated mess. D&D is an exception-based rule system and the amount of exceptions became monumental and sometimes contradictory. The amount of preparation on the part of the DM became too much. The game's complexity is a turn-off to newbies.

When I returned to gaming in 2005, it was with D&D 3.5E. But even though I had decades of experience with playing RPGs, I was constantly at a disadvantage because I didn't have the level of skill with the 3.5E rules as my fellow gamers at the table. The group I was with was very unforgiving and lacked patience for newbie gamers. I saw several newbies come and go from that group. Newbies who had the time to play but were either rejected because of their seeming "unwillingness to learn the rules" or either just plain lost interest. Right before I left that group, it was suggested to me that I should just play a fighter since it was the simplest character class.

Good grief! There shouldn't be this massive learning curve for RPGs!

When I started my own gaming group, I DM'd in the fashion that I thought would be friendlier and more accommodating to newbies. But there was still that barrier of rule complexity. One fellow who joined my group was a really great guy who knew the 3.5E rules very well. Even though I was the DM, I found myself deferring to his wisdom regarding rule mechanics. Since I wasn't running a store-bought 3.5E module, I had to write up monster and NPC stats for each game session. The amount of time I spent preparing materials was massively disproportionate to their amount of game-time use.

This is the part where I start raving about the virtues 4E, right? Well, maybe.

When 4E was announced, I was excited about it. The more I learned, the better I liked it. The folks at WotC seemed to be mirroring many of my opinions about the shortcomings of 3.5E. They rebuilt the entire game from the ground up. Monsters are much easier to create from scratch. The skills are simplified. The classes are now balanced in a very precise and consistent manner. I like how the system of PC powers, feats, and tiers easily guide development so that you can have butt-kicking fun at all levels. This is in contrast to 3.5E, where you eventually discover that you have to meticulously plan character development in advance through careful examination of Byzantine rules in God knows how many splat books in order to make manifest your perfect snowflake. Massive programs have been written by third parties to assist with 3.5E character creation. 4E character development isn't nearly as complicated.

4E has some drawbacks, though, in my opinion. I miss Vancian magic. Most of the rules for PCs only relate to combat. Many aspects of 4E, so I've been told, strongly resemble World of Warcraft and collectible card games. The game now seems entirely focused on the goal of elevating PCs to inevitable apotheosis.

Nevertheless, 4E is simpler than 3.5E. But its style is heavily influenced by the popularity of computer RPGs and I'm not sure I like that. Ever since 4E was published, I've been wondering what this role-playing game thing is really all about.

I'm an old-timer who started gaming when the hobby was becoming mainstream. Only a few years after I started gaming, the adventure path style was beginning to coalesce in the form of Dragonlance, as James over at Grognardia recently pointed out. Although pre-generated characters following a scripted story repelled me, I eventually found myself buying into the idea that all good RPG adventures had to have a story arc. I convinced myself that I couldn't be a good GM unless I was a good writer. I've come to realize that this idea was utter nonsense.

As I recounted in an earlier post, I learned about the term, "sandbox campaign." I was also turned on to various blogs and forums pertaining to the "old school" gaming style. Since then, I've decided that old school sandbox campaigning is my preferred way of playing any RPG.

Then there is Pathfinder. (Were you wondering when I was going to get to that? I was too.) It is the continuation of the 3.5E rule set and is ideal for people who are not interested in the drastic changes of 4E. Apparently, much work has gone into making it a fine product. But it is not for me.

One would think that an old-timer like myself would abbhor 4E in favor of 3.5E. Or perhaps it wouldn't be surprising if I called myself a grognard that would rather play OD&D or 1E. But I'm not too sure I will abandon years of gaming evolution and return to an earlier, simpler system. And Swords & Wizardry is just about as simple as it gets!

No, what concerns me the most about modern role-playing games is the idea of the adventure path versus sandbox campaigning. In my very humble opinion, I think this bifurcation of attitude towards playing RPGs is at the heart of many discussions dating back 30 years. I think that it's at the heart of the dissatisfaction of grognards towards modern rule sets. And I also think it's at the heart of the Pathfinder vs. 4E debate. But I'm not sure that many people realize it yet.

(Here's where I really go out on a limb and where I will probably start ducking rotten fruit flung at my head.)

The 4th edition of Dungeons & Dragons is fantastic for old school-style sandbox campaigns.

There. I said it. Call me completely insane. But I think it's true. I'll try to explain why.

I've decided that story arcs are a bad idea. The adventure path is gaming entertainment and not actually a game. Paizo's Pathfinder is the culmination of that gaming tradition. It's in the name of their game, for God's sake. They've published not modules but adventure paths.

The premise of 4E is the "points of light" concept. This is as it should be. When I started my own campaign last year, I wanted it to take place in a period of time similar to that of the Dark Ages after the fall of the Roman Empire. That way there could be isolated settlements, perhaps a few warring kingdoms, and plenty of ancient ruins for dungeon crawling. I didn't want the campaign world to be too civilized like Greyhawk or other published settings. I wanted it to have as much wilderness as possible. After I dreamed up this campaign, I found out that this is exactly what was intended for 4E. In fact, the points of light premise inspired Goodman Games to publish a book detailing four sandbox campaigns in their Points of Light source book.

And then there is Mike Mearls himself who is running a sandbox campaign using the Wilderness Survival map, as suggested by Gary Gygax back in 1974. Hello? Did anyone else notice this? One of the lead developers of the 4th edition of Dungeons & Dragons is looking at the weird ways of old school gaming. Check out what he had to say about The Keep on the Borderlands. Even his blog is a play on that title.

4E is completely stripped down. Many have noticed that there is not much beyond combat rules in the core rule books. Is this a bad thing? Maybe. Or maybe it isn't. One of the virtues of old school gaming is the lack of rules. The DM and players of OD&D and AD&D were expected to make up rules on the spot if it was ever needed. Inventing house rules was part of the fun. Why is it impossible to take the rules presented in 4E and build upon it with house rules?

Another criticism of 4E is the lack of fluff in the Monster Manual. Well, there wasn't much more than crunch in the OD&D monster decriptions, either. Over the years, the lore regarding orcs and goblins became more and more detailed. Just take a look at the description of those monsters in the OD&D books and then look at how they ever so gradually expanded in 1E, 2E, and 3E. As of 3.5E, those creatures were fairly well defined in terms of fluff. In 4E, they are not. That's because it's now up to you. Again. As it was in OD&D.

So here I am, a quasi-grognard who thinks that 4E can be great for old school-style sandbox campaigns. The trouble is that almost all of the gamers playing 4E want video game-style "quests" handed to them on a silver platter so that the PCs can take part in the DM's scripted adventure path. And almost all of the gamers who want to play it old school want to do it using OD&D, AD&D, OSRIC, or Swords & Wizardry.

What's a weirdo misfit gamer like myself to do? Keep blogging, I guess.

Wednesday, October 8, 2008

4e Monster: Aerial Servant

This is my first monster that I've created for 4e. It is the first monster listed in the 1e Monster Manual and I've added it to my list of 1e Monster Manual monsters for 4e. You might notice that I've added Frequency, Environment, No. Appearing, % In Lair, and Treasure Type. This is because I'm putting together my own house rule Monster Manual with the intent of playing 4e D&D in the old school fashion.

For reference, I used the descriptions of the aerial servant from the 1e MM p. 6 and the 3.5e Tome of Horrors p. 9. If you are familiar with the AD&D aerial servant, you'll know that it can be summoned by a PC cleric. In 4e terms, this obviously requires some sort of ritual spell. Unfortunately, I have not defined such a ritual here.


AERIAL SERVANT

Frequency: Very rare
Environment: The Elemental Chaos
Number Appearing: 1
% In Lair: 0
Treasure Type: Nil

The aerial servant is a semi-intelligent form of an air elemental. It is typically encountered only due to summoning.

Aerial Servant Level 16 Solo Lurker
Medium elemental magical beast (air) XP 7000
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Initiative +17 Senses Perception +8
HP 770; Bloodied 385
AC 32; Fortitude 29, Reflex 30, Will 25
Immune disease, poison, non-magical weapons; Vulnerable 10 thunder
Speed fly 12 (hover)
Action points: 2
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M Airy Crush (standard; at-will)
+21 vs. AC; 2d8+7 damage, and the target is grabbed (until escape). The grabbed target takes 2d8+7 damage at the start of its turn while grabbed.
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r Wind Blast (standard; recharge 4 5 6)
An aerial servant can release a blast of wind. Ranged 8/16; +21 vs. AC; 4d10+7.
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Natural Invisibility
This ability is constant, allowing an aerial servant to remain invisible even when attacking. This ability is inherent. This ability does not function when an aerial servant is on the Astral Plane or Ethereal Plane, but instead grants the creature lightly obscured concealment.
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Spellcaster Link
When summoned, an aerial servant creates a mental link between itself and the caster who summoned it. Should the aerial servant fail the mission it has been assigned, it returns to the caster and attacks him. The aerial servant can find the caster as long as they both are on the same plane of existence. If the caster leaves the plane, the link is temporarily broken. Once the caster returns or the aerial servant enters the plane the caster is on, the link is immediately reestablished and the aerial servant moves at full speed toward the caster's current location. Only when the aerial servant or caster is destroyed, is the link permanently broken.
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Str: 23 (+14) Dex: 21 (+13) Wis: 10 (+8)
Con: 18 (+12) Int: 4 (+5) Cha: 11 (+8)

AERIAL SERVANT TACTICS

Aerial servants attack by using a shearing blast of wind as a weapon or by grabbing an opponent and crushing it within their powerful grasp. Aerial servants can only be killed on their native plane. If slain elsewhere, they simply dissolve into wisps of vapor and return to their home plane. An aerial servant's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

AERIAL SERVANT LORE

A character knows the following information with a successful check.

Arcana DC 10: Aerial servants are semi-intelligent creatures from the Elemental Chaoes that often roam the Astral Sea. They normally are only found on this world as a result of some sort of summoning ritual and commanded to perform some task, often being required to use their immense strength to carry objects or aid the summoner.

Arcana DC 15: Aerial servants can carry weights in excess of 400 pounds.

Arcana DC 20: If the aerial servant is frustrated from completion of its assigned mission it becomes insane, returns to the spellcaster which sent it forth.

[Disclaimer: I'm relatively new to making 4e monsters. Although I'm pretty sure I did a good job, I may have missed a few details. If you think there needs to be changes, let me know.]

Thursday, October 2, 2008

4e Morale Check: A DM utility power

A Dungeon Master utility power? Why not?

Even though I've decided to use 4e from now on, I'm keenly interested in applying 1e concepts and traditions to the modern rule set. To that end, I've been composing my own 4e house rules.

One set of rules that I feel are neglected by 3.5e and 4e are the ones pertaining to morale checks. The morale check was an important part of D&D before 3e. In 3e, this fight-or-flight rule is essentially eliminated. Instead it is incorporated into 3e's system of attack bonuses. In 3.5e and 4e, whether or not monsters or NPCs flee while in the midst of battle is entirely up to the DM.

At first, I thought that adding morale checks to a set of 4e house rules might be a simple matter of just using the rules provided in the 1e DMG. But upon closer examination, I realized that these rules seemed archaic in the context of 4e. For example, it uses a percentage dice roll. Well, why not simply use a d20 and divide the bonuses by 20? Then I got to thinking that rules pertaining to morale could be somehow created for 4e D&D in manner that is consistent with the rest of the rules.

How can combat morale rules be created that are consistent with 4e? As detractors have observed, all of 4e D&D seems to revolve entirely around the axis of combat. Everything is defined in terms of character powers and abilities. But morale rules, something that has everything to do with combat, is strangely absent. The 4e DMG is mostly fluff and advice with scant rules pertaining to rigid conduct of the game. This was done with the purpose of simplification. Perhaps this is good because it has produced a much more unified system of rules. Perhaps this is bad because the game seems to only focus on combat.

In 4e terms, what is a morale check? In 1e and 2e, it was a roll made by the DM during combat at appropriate predefined occasions. It is never a roll made by the players. Well, I thought, perhaps a morale check could be something akin to cause fear, the 1st level cleric attack power? Fear is certainly a factor. But a morale check is not something that is rolled by a player so it can't be a character power. If it's a roll made by the DM, what does he roll against? A "moral score?" In 2e, all monsters had a moral score included with each monster description. Adding a new statistic to every single monster in 4e seemed to be counter to the spirit of the streamlined rules of 4e. Furthermore, modifying the combat system with a subset of rules handling morale checks seemed counter-productive. There has to be some way of safely inserting an optional morale check rule without "breaking" the game.

Then it hit me. Why not define morale checks in 4e as a "DM utility power?" Powers are, by definition, optional. The DM would not have to use it at all. And if the ability used in the "attack" is simply a placeholder, then the only concern would be bonuses.

So this morning I whipped up some 4e Morale Check rules:


MORALE

The morale check is a utility power used by the DM against monsters or NPCs. It is never used against PCs. It can be used to check the morale of individuals or groups of individuals. In the case of groups, use the average Will score of that group.

The morale check DM utility power does not use a character ability for its "attack." Instead, the DM's Morale "ability" has a "score" of 10 and therefore has no "ability modifier." The DM merely rolls a d20, adds any relevant bonuses, and compares the result with the target's Will.

Morale Check DM Utility
You determine whether or not an NPC or monster withdraws from combat.
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At-Will * Fear
Immediate Reaction Personal
Trigger: Surprise, facing an obviously superior force, ally is slain by magic, 25% of group has fallen, 50% of group has fallen, companion slain after more that 50% of group has fallen, group leader deserts or is slain, fighting foe that cannot be harmed due to magical protections, ordered to attempt a heroically dangerous task, offered temptation (bribe, chance to steal, etc.), told to act as rear guard, directed to use up an encounter power, directed to use up a daily power, directed to use charge from a personal powerful magic item, given chance to surrender, or completely surrounded.
Prerequisite: You must be the DM.
Requirement: You must be a grognard. ;)
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Target: One creature or group of creatures with averaged Will.
Attack: Morale vs Will
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Hit: If the attack roll succeeds, the target will fall back but keep fighting (save ends). If the attack roll succeeds by 3, the target will disengage and/or retreat (save ends). If the attack roll succeeds by 6, the target will flee in panic (save ends). If the attack roll succeeds by 10, the target surrenders.

Morale Bonus

Listed below are conditions and situations that can affect morale check bonuses.

Target abandoned by friends: +6
Target bloodied: +6
Target is chaotic: +1
Target is fighting hated enemy: -4
Target is lawful: -1
Target is surprised: +2
Target's group is fighting wizards or magic-using foes: -2
Target is level 5 to 10: -1
Target is level 11 to 15: -2
Target is level 16 or more: -3
Target is defending home: -3
Target has cover: -1
Target's leader is of different alignment: +1
Target's most powerful ally killed: +4
Target is PC ally NPC that has been favored: -2
Target is PC ally NPC that has been poorly treated: +4
None of target's enemies have been slain: +2
Target's group is outnumbered by 3 or more to 1: +4
Target's group outnumbers opponents by 3 or more to 1: -2
Target is unable to affect opponent: +8
Target group has magic-using creature: -2


Perhaps the wording of the trigger entry could be simplified. And perhaps the list of morale bonuses could be simplified, eliminated, or somehow incorporated into the power's description entry. I'm open to suggestions.

One interesting side effect of applying the 4e mold to this 1e concept is the idea of essentially treating the effects of a morale check as a saving throw. I like how 4e simplified saving throws and treats them just like an AC defense score. If a morale check power is applied in this manner, fleeing creatures might make a saving throw and return to battle.

The idea of a DM utility power could be a practical solution to re-introducing old school game concepts to 4e. I haven't tried this in actual game play. But my intuition tells me that it might work just fine. If this concept of a DM utility power is viable, I have a feeling that this might open up tremendous possibilities.

As described at the beginning of the fourth edition Player's Handbook, Dungeons & Dragons is an exception-based set of rules. From my perspective as an amateur programmer, it also appears to be modular in the sense that you start with a core library of functions and then build upon it. Unlike previous editions of D&D, 4e seems to be more conducive to this mindset. DM utility powers could open up an entirely new "library" of "functions" that are waiting to be written.

Friday, September 26, 2008

I miss the old spells

I'm a fan of 4e D&D but there are many aspects of the older editions that I miss. One of them is the handling of magic spells. There are still some aspects to the new spell rules that strongly resemble the Vancian magic system. These are the daily powers specific to wizards. Although I agree that making certain spells available at-will is useful, the structure of the 4e rules makes the invention of new spells a little difficult. Or does it?

As soon as I heard about the new fourth edition of Dungeons & Dragons, I declared that I was going to buy it as soon as it was published and use it from then on. I tried to learn as much as possible beforehand. I bought the preview books and listened to the podcasts made by Wizards of the Coast. I understood the wisdom of the drastic restructuring of the rules. There needed to be a balance to all the character classes. They achieved that. But the result is a radically different game. I'm still getting used to it.

The wizard is my favorite player-character class. It has always been my favorite since my early days of gaming. I loved pouring over the vast variety of spells given in the various rule books. Over the years, new spells were invented. However, inventing new spells seemed arbitrary. Much like new monsters, new spells were created by comparing the effects to previously published spells. This philosophy has changed with 4e.

A new aspect to D&D in 4e are ritual spells. This appears to be the catch-all for the spells that can't be rationally incorporated into the structure of character powers. But if you want to create new ritual spells for 4e you have to compare them to the ones given in the ritual spell list.

But what about creating new spell powers? Would that throw the game out of balance?

I'm not sure I like being married to spell powers. To me, it seems that a wizard should be able to switch out at-will, encounter, and daily powers as he or she desires. Perhaps a fair set of house rules could address this?

Time will tell. And I have a feeling that a future splat book may greatly expand upon the handling of 4e spell powers.