Sunday, March 29, 2009
Fight On! in hardcover!
Fans of old school D&D should invest in this limited-edition gem! It's a compilation of the first four issues of Fight On! magazine. I have all of them and I can tell you that it's just what the DM ordered. Lots of old school inspiration for the dedicated hobbyist gamer.
Friday, March 27, 2009
For now, I'm done with 4e
I really wanted to embrace 4e and run with it. I loved the ideas presented at the 2007 GenCon announcement. I listened to the podcast discussions about the thought that went into the changes in the rules. I read articles about it and bought the preview books. I eagerly anticipated its release.
During the same period of time, between the beginning of 2007 when I ended my 3.5e campaign with Keep on the Borderlands and when I dissolved my local D&D MeetUp group in June, I was re-examining what playing D&D was really all about. Since that time, I've been paying attention to the so-called "old school renaissance" that has been developing relatively recently.
Up until recently, I even had a theory that it's possible to play 4e in an old school style. Much as I'd like to think otherwise, I don't think that this is really possible. Although one can stick to dungeon crawling in a sandbox setting, the 4e rule structure is so radically different that it's not practical.
I've seen several other blogs state their various criticisms of 4e. There's no need for me to restate all of them here. But I can mention a few.
4e revolves around combat. And the combat takes too long. The characters and monsters have too many hit points. The powers system is a cookie cutter for homoginized characters. Yes, it's nice that there is balance. But this forces all the characters to be defined by how well they do in combat. Sometimes less is better. I realized that this was the case when my game group played a first-level encounter with a dozen goblins. The combat took much less time than a similar encounter in 4e.
I think I am completely done with the idea of using skills in Dungeons & Dragons. All it does is complicate game play. And not only does it define what a character does, it also defines what the character can't do. Secondary professions are unimportant to hero-adventurers. Minor tasks that have been defined in terms of skill difficulty in later additions can be resolved more easily with rules presented in earlier editions. Or the DM can just improvise, which is what they usually did back in the day. And even with 3.5e or 4e, the DM ends of making up scads of house rules anyway. So what's the point in spending all that time with character sheets that are as complicated as tax forms? Basically, who cares? The point of the game is adventure, not statistics.
I don't like how actual role-playing at the game table has been replaced with skill challenges. I also have a similar criticism of 3.5e.
I don't like how 1st level 4e characters kick ass in essentially the same manner as 30th level characters. Sure, their powers are different. But in terms of game mechanics, it's all the same at any level but with different levels of damage.
The end game that was defined in early editions is gone. Instead of aspiring towards running a fiefdom, guild, or temple, 4e is a game of apotheosis. You start out as a abnormally powerful hero and then work your way up to godhood. Although the game mechanics have been relatively simplified in comparison to 3.5e, suping up character statistics has been institutionalized and is irrevocably essential. Whatever happened to henchmen? Loyalty checks? All down the tubes because the 4e game is all about the power and glory of the PC.
I suppose I could rant further. But I think you get the picture. I will play 4e, if given the opportunity. I'd like to see it succeed. Perhaps a 4.5e will be released that will restructure the rules. But I doubt it. It's the fundamental style of 4e that kind of turn me off.
Nevertheless, there are a few things about 4e that I like. The cosmology, for instance. I like some of the new monsters. The dragonborn and teiflings are nice ideas. But these and other nifty bells and whistles aren't enough to convince me to put in the effort towards running a 4e campaign.
Who knows? Maybe I'll change my opinion. But for now, I'm having much more fun playing it old school.
During the same period of time, between the beginning of 2007 when I ended my 3.5e campaign with Keep on the Borderlands and when I dissolved my local D&D MeetUp group in June, I was re-examining what playing D&D was really all about. Since that time, I've been paying attention to the so-called "old school renaissance" that has been developing relatively recently.
Up until recently, I even had a theory that it's possible to play 4e in an old school style. Much as I'd like to think otherwise, I don't think that this is really possible. Although one can stick to dungeon crawling in a sandbox setting, the 4e rule structure is so radically different that it's not practical.
I've seen several other blogs state their various criticisms of 4e. There's no need for me to restate all of them here. But I can mention a few.
4e revolves around combat. And the combat takes too long. The characters and monsters have too many hit points. The powers system is a cookie cutter for homoginized characters. Yes, it's nice that there is balance. But this forces all the characters to be defined by how well they do in combat. Sometimes less is better. I realized that this was the case when my game group played a first-level encounter with a dozen goblins. The combat took much less time than a similar encounter in 4e.
I think I am completely done with the idea of using skills in Dungeons & Dragons. All it does is complicate game play. And not only does it define what a character does, it also defines what the character can't do. Secondary professions are unimportant to hero-adventurers. Minor tasks that have been defined in terms of skill difficulty in later additions can be resolved more easily with rules presented in earlier editions. Or the DM can just improvise, which is what they usually did back in the day. And even with 3.5e or 4e, the DM ends of making up scads of house rules anyway. So what's the point in spending all that time with character sheets that are as complicated as tax forms? Basically, who cares? The point of the game is adventure, not statistics.
I don't like how actual role-playing at the game table has been replaced with skill challenges. I also have a similar criticism of 3.5e.
I don't like how 1st level 4e characters kick ass in essentially the same manner as 30th level characters. Sure, their powers are different. But in terms of game mechanics, it's all the same at any level but with different levels of damage.
The end game that was defined in early editions is gone. Instead of aspiring towards running a fiefdom, guild, or temple, 4e is a game of apotheosis. You start out as a abnormally powerful hero and then work your way up to godhood. Although the game mechanics have been relatively simplified in comparison to 3.5e, suping up character statistics has been institutionalized and is irrevocably essential. Whatever happened to henchmen? Loyalty checks? All down the tubes because the 4e game is all about the power and glory of the PC.
I suppose I could rant further. But I think you get the picture. I will play 4e, if given the opportunity. I'd like to see it succeed. Perhaps a 4.5e will be released that will restructure the rules. But I doubt it. It's the fundamental style of 4e that kind of turn me off.
Nevertheless, there are a few things about 4e that I like. The cosmology, for instance. I like some of the new monsters. The dragonborn and teiflings are nice ideas. But these and other nifty bells and whistles aren't enough to convince me to put in the effort towards running a 4e campaign.
Who knows? Maybe I'll change my opinion. But for now, I'm having much more fun playing it old school.
Labels:
Dungeons and Dragons,
old school,
role-playing games
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.
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, March 4, 2009
Wednesday, February 25, 2009
The Blue Dancer campaign begins!
Actually, it begins again. But this time, I'm focusing on a megadungeon.
In the last several months, I've been reading various old school blogs. One of the key elements that I think were lacking in all my previous campaign starts was a so-called tent pole megadungeon. I knew that Greyhawk and Blackmoor started with a large dungeon. But I suppose that I hadn't considered such dungeons essential until recently.
For the last several years, I had been tremendously interested in the imminent release of Castle Zagyg, Gary Gygax's legendary dungeon. In anticipation of it's release, I obtained a copy of WGR1 Ruins of Greyhawk and a copy of the Free City of Greyhawk boxed set. Impatient for the release of Castle Zagyg, I purchased the Yggsburg hardback and examined the region surrounding the castle dungeon. Finally, Castle Zagyg: The Upper Works was released. As I examined the module, I wondered if I could do better? Now I'm trying to put that to the test.
I had never gamed with any of the players before. But our common interest was playing 1e (OSRIC) in the old school style. Our first session was mostly spent getting to know each other, rolling up characters, and re-familiarizing ourselves with the rules. Of primary importance to me was knowing what the players expected out of playing D&D. The real learning experience for me was the second session, which took place last night, when I could learn more about how the players wished to conducted the game.
This time around, I made very minimal world building notes before I started the first actual session of game play. Excessive world building can cause infant campaign death syndrome. The best way to prepare for a sandbox campaign is to make a map of the local country side, place a few monsters here and there, note some important NPCs, briefly detail the "home base" town of the adventure, and prepare the first dungeon.
But although I knew the essentials of starting a sandbox campaign, I spent almost no time working on anything other than the megadungeon itself and the map how to get there. Because of previous attempts at starting this campaign, I had already worked out some general details about the campaign world. With this group, I was starting it again at a new locale. I knew the name of the home base town, Walton, but I wrote up absolutely no detail about it other than the name of the tavern and who owned it. I knew that there was a chain of forts linked together, Hadrian's Wall-style, on the nearby frontier border but I drew up no floor plans or details of any NPCs. I knew that beyond the wall was a valley that was a part of the Feywild that was permanently affixed to the Prime Material Plane but I detailed nothing other than a random monster encounter table. And although I had focused most of my attention on Castle Xeva, the megadungeon sitting in the middle of this magical valley, I had only drawn up one or two complete levels and I had only sketchy notes about the inhabitants.
One might think I was horribly unprepared for DMing a new campaign. Especially in the last decade, it seemed standard practice to work out all of the details of a campaign world before it actually begins. But it seems to me that tremendous preparation yeilds little in the way of anticipated results. Unless you're trying to railroad the players. And my ability to anticipate the actions of players I had never gamed with before was nearly zero. So what was the point of rolling up stats for the captain of the town guard? The players might not interact with that NPC at all. What if the players make a bee-line to the megadungeon and purposefully skip any nifty side adventures? This time around, I really did not want to put any work into anything that had less than a good chance of being used.
So I prepared a list of randomly-generated names of people, places, and things. I typed up one-page briefings of the campaign world and the history of Castle Xeva for the players. The campaign details I gave them were very general and allowed for tremendous latitude. Before I start filling in details of this campaign world, I want to see how the PCs behave. Indeed, I learned much during the first session of game play.
Luckily, this crew of players turned out to be excellent, experienced gamers. All of them had played various editions of D&D before. Although few had actually played 1e, this wasn't a problem. To my delight, the players had plenty of ideas that gave me fodder for future encounters. They all knew the cliches of D&D adventures. It turns out that I could have thrown a few adventure hooks at them because they were expecting them. But since I was laying out a clear path straight to the megadungeon, I didn't put such distractions before them.
Perhaps players have been conditioned to expect plot hooks. I intentionally started with just one. This band of heroes are all friends for whatever reason they want to work out amongst themselves. The half-orc fighter and halfling thief won in a game of chance a map to a secret entrance to Castle Xeva. With the help of the cleric and magic-user, the party obtained official permission to travel beyond the wall. They were there in the town of Walton to equip for an expedition to this legendary dungeon. All PC inquires about local threats and kidnapped merchant daughters turned up nil.
Was this lack of side adventure hooks a mistake? Maybe. But I have every intention of providing new adventure hooks later on in the campaign. But not now. I tried my best to make this clear to the players. They seek gold, fame, and fortune. And gold. When/if they come back from the dungeon, they'll gain a bit of noteriety. But right now, they are just 1st level nobodies.
The first encounter was randomly generated. A group of four goblins were out on patrol on the trail leading to the castle. After the ambush and capture, the PCs questioned the goblins. Uh, oh! I didn't expect that. I figured that the PCs would probably just slay them and take their stuff. The players wanted information! So I made it up on the spot. The goblins, of course, were based in the castle. Their chief brought them there from the mountains to the north. And, along with other tribes of demi-humans, they work for a group of humans that seem to be calling the shots. But these lowly goblin chumps knew little else. While the PCs argued about what to do with the surviving golbin prisoner, an unnoticed treant standing behind them snatched up the golbin and ran off into the forest. Why did that happen? Did the treant rescue the goblin? Or was something else going on? Did I make up all of this on the spur of the moment? Some parts yes, some parts no. But I won't be specific because my players will more than likely read this blog. The point is that I had some general ideas about wilderness surrounding the megadungeon and I'm letting random events shape the course of things to come.
Not all of the encounters that happen in this campaign will be random. But it's been my experience that random events can precipitate new directions. This one little random encounter has set a chain of events into motion. Not only has it given me ideas, it has given my players some ideas as well. One player thought it might be good to take the goblin shortbow and arrows and use them to kill members of rival demi-human tribes within Castle Xeva in order to precipate fueds. Brilliant! I had no idea that they would think of something like this. Maybe it will work! Go for it!
Another interesting PC-inspired development was that our cleric decided that he was a follower of the Flying Spaghetti Monster. Sure! Why not? I expected the player to pick from the defined set of deities from the rule books. I could have set up a big campaign story arc involving the scheming of gods that used their priests as pawns. Or maybe a world-shaking divine threat needed to be thwarted. All such long-term story planning would have been shot to hell because the cleric PC decided to take on a joke god. So I'll probably address the campaign gods in a more humorous manner for the time being. And lots of pasta jokes.
Our first session of game play ended with the goblin encounter. No doubt next week they will enter the dungeon proper. And already the plot thickens like a good tomato sauce.
In the last several months, I've been reading various old school blogs. One of the key elements that I think were lacking in all my previous campaign starts was a so-called tent pole megadungeon. I knew that Greyhawk and Blackmoor started with a large dungeon. But I suppose that I hadn't considered such dungeons essential until recently.
For the last several years, I had been tremendously interested in the imminent release of Castle Zagyg, Gary Gygax's legendary dungeon. In anticipation of it's release, I obtained a copy of WGR1 Ruins of Greyhawk and a copy of the Free City of Greyhawk boxed set. Impatient for the release of Castle Zagyg, I purchased the Yggsburg hardback and examined the region surrounding the castle dungeon. Finally, Castle Zagyg: The Upper Works was released. As I examined the module, I wondered if I could do better? Now I'm trying to put that to the test.
I had never gamed with any of the players before. But our common interest was playing 1e (OSRIC) in the old school style. Our first session was mostly spent getting to know each other, rolling up characters, and re-familiarizing ourselves with the rules. Of primary importance to me was knowing what the players expected out of playing D&D. The real learning experience for me was the second session, which took place last night, when I could learn more about how the players wished to conducted the game.
This time around, I made very minimal world building notes before I started the first actual session of game play. Excessive world building can cause infant campaign death syndrome. The best way to prepare for a sandbox campaign is to make a map of the local country side, place a few monsters here and there, note some important NPCs, briefly detail the "home base" town of the adventure, and prepare the first dungeon.
But although I knew the essentials of starting a sandbox campaign, I spent almost no time working on anything other than the megadungeon itself and the map how to get there. Because of previous attempts at starting this campaign, I had already worked out some general details about the campaign world. With this group, I was starting it again at a new locale. I knew the name of the home base town, Walton, but I wrote up absolutely no detail about it other than the name of the tavern and who owned it. I knew that there was a chain of forts linked together, Hadrian's Wall-style, on the nearby frontier border but I drew up no floor plans or details of any NPCs. I knew that beyond the wall was a valley that was a part of the Feywild that was permanently affixed to the Prime Material Plane but I detailed nothing other than a random monster encounter table. And although I had focused most of my attention on Castle Xeva, the megadungeon sitting in the middle of this magical valley, I had only drawn up one or two complete levels and I had only sketchy notes about the inhabitants.
One might think I was horribly unprepared for DMing a new campaign. Especially in the last decade, it seemed standard practice to work out all of the details of a campaign world before it actually begins. But it seems to me that tremendous preparation yeilds little in the way of anticipated results. Unless you're trying to railroad the players. And my ability to anticipate the actions of players I had never gamed with before was nearly zero. So what was the point of rolling up stats for the captain of the town guard? The players might not interact with that NPC at all. What if the players make a bee-line to the megadungeon and purposefully skip any nifty side adventures? This time around, I really did not want to put any work into anything that had less than a good chance of being used.
So I prepared a list of randomly-generated names of people, places, and things. I typed up one-page briefings of the campaign world and the history of Castle Xeva for the players. The campaign details I gave them were very general and allowed for tremendous latitude. Before I start filling in details of this campaign world, I want to see how the PCs behave. Indeed, I learned much during the first session of game play.
Luckily, this crew of players turned out to be excellent, experienced gamers. All of them had played various editions of D&D before. Although few had actually played 1e, this wasn't a problem. To my delight, the players had plenty of ideas that gave me fodder for future encounters. They all knew the cliches of D&D adventures. It turns out that I could have thrown a few adventure hooks at them because they were expecting them. But since I was laying out a clear path straight to the megadungeon, I didn't put such distractions before them.
Perhaps players have been conditioned to expect plot hooks. I intentionally started with just one. This band of heroes are all friends for whatever reason they want to work out amongst themselves. The half-orc fighter and halfling thief won in a game of chance a map to a secret entrance to Castle Xeva. With the help of the cleric and magic-user, the party obtained official permission to travel beyond the wall. They were there in the town of Walton to equip for an expedition to this legendary dungeon. All PC inquires about local threats and kidnapped merchant daughters turned up nil.
Was this lack of side adventure hooks a mistake? Maybe. But I have every intention of providing new adventure hooks later on in the campaign. But not now. I tried my best to make this clear to the players. They seek gold, fame, and fortune. And gold. When/if they come back from the dungeon, they'll gain a bit of noteriety. But right now, they are just 1st level nobodies.
The first encounter was randomly generated. A group of four goblins were out on patrol on the trail leading to the castle. After the ambush and capture, the PCs questioned the goblins. Uh, oh! I didn't expect that. I figured that the PCs would probably just slay them and take their stuff. The players wanted information! So I made it up on the spot. The goblins, of course, were based in the castle. Their chief brought them there from the mountains to the north. And, along with other tribes of demi-humans, they work for a group of humans that seem to be calling the shots. But these lowly goblin chumps knew little else. While the PCs argued about what to do with the surviving golbin prisoner, an unnoticed treant standing behind them snatched up the golbin and ran off into the forest. Why did that happen? Did the treant rescue the goblin? Or was something else going on? Did I make up all of this on the spur of the moment? Some parts yes, some parts no. But I won't be specific because my players will more than likely read this blog. The point is that I had some general ideas about wilderness surrounding the megadungeon and I'm letting random events shape the course of things to come.
Not all of the encounters that happen in this campaign will be random. But it's been my experience that random events can precipitate new directions. This one little random encounter has set a chain of events into motion. Not only has it given me ideas, it has given my players some ideas as well. One player thought it might be good to take the goblin shortbow and arrows and use them to kill members of rival demi-human tribes within Castle Xeva in order to precipate fueds. Brilliant! I had no idea that they would think of something like this. Maybe it will work! Go for it!
Another interesting PC-inspired development was that our cleric decided that he was a follower of the Flying Spaghetti Monster. Sure! Why not? I expected the player to pick from the defined set of deities from the rule books. I could have set up a big campaign story arc involving the scheming of gods that used their priests as pawns. Or maybe a world-shaking divine threat needed to be thwarted. All such long-term story planning would have been shot to hell because the cleric PC decided to take on a joke god. So I'll probably address the campaign gods in a more humorous manner for the time being. And lots of pasta jokes.
Our first session of game play ended with the goblin encounter. No doubt next week they will enter the dungeon proper. And already the plot thickens like a good tomato sauce.
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.
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.
Tuesday, January 6, 2009
DnDI Subscription Cancellation
Dear Xeveninti,
Your Dungeons & Dragons Insider subscription has recently ended. This could be because your billing information failed to process successfully as an Auto-Renew or because your Manual Renew subscription lapsed. Either way, we wanted to invite you back.
To inquire about the status of your account you are welcome to contact Wizards of the Coast, Inc. at 425-226-6500 and a service agent will assist you with your questions. To contact us by email, please visit our Web site: http://wizards.custhelp.com.
Subscription Details:
Original Order ID: xxxxxxxxxx
Customer ID : xxxxxxxxxxx
Order Date : Nov 27, 2008 6:31:31 PM
Product Name Subscription Date Expiration Date Amount
------------------------------------------------------------ ------------------
1 Month Dungeons and Drago 10/28/2008 12/28/2008 $7.95
Sincerely,
Wizards of the Coast, Inc.
When that "Dungeon Builder" and "Game Table" becomes something more than vaporware, I'll think about it. But there are too many freeware alternatives.
Subscribe to:
Posts (Atom)