Lord Kilgore has moved to www.lordkilgore.com.
Please update your bookmarks.
Lord Kilgore has moved to www.lordkilgore.com.
Please update your bookmarks.
Here’s something pretty funny that I figured out recently when beginning work on my Forbidden City Sandbox campaign. Down in the southwest corner of the city, near the entrance to the valley leading to the amphitheater of the yuan ti, is the building pictured at right.
You see that partially-collapsed roof? And the cracks radiating from the missing section?
For more than twenty years I’ve thought that was a statue of a guy holding up a sword.
Seriously.
Looking at it now, especially zoomed in a bit, it’s clearly not.
I’m a little disappointed. In fact, I’m so disappointed that maybe, just maybe, in my Forbidden City that is a giant rooftop statue of a guy holding his sword aloft and not wreckage like on so many of the other buildings.
I’ve decided to scratch something that’s been itching me for more than two decades.
I’ve really been wanting to get something going with the new Swords & Wizardry White Box rules set. The short and simple system, a retro-clone of the three original LBBs without material from the supplements, shouts “sword and sorcery” to me, and I’ve been trying to decide exactly how to approach it.
The module itself provides a rather intriguing setting and a number of encounters. Beyond that, there’s not a lot to it, and that’s what I’ve always liked about it. The basic hook in the module is that the adventurers are on a mission to see who has been interfering with trade caravans (it turns out to be the yuan ti in the city, the first appearance of these popular creatures), but given the size of the place and the excellent map, the surface of the setting’s potential is barely even scratched. I’ve long wanted to change that, and now I’m going to.
My basic plan is to map out some of the surrounding territory and provide some interesting encounters in the wilderness. I’ve already begun keying every building in the city. I the map into the computer and numbered every building, and I’m using 3×5 index cards for notes. I figure I can write up each building in as much (or as little) detail as needed, pull the card when required, and make changes or write up an entirely new card when actions by the player characters alter things. I’ll probably use cards for wilderness hexes, as well.
Those that own or have played the module know that the overwhelming majority of the buildings in the city are uninhabited and basically empty. Rest assured that this will not be the case in my Forbidden City. In addition, I am working on several ideas regarding the sewer network mentioned in the module, a megadungeon-type labyrinth with at least one entrance somewhere in the city, and a number of other ideas to greatly expand the possibilities. The setting (dense jungle, ancient ruined city) and the inhabitants (demonic snakemen, degenerate human-animal mongrels, native tribesmen) are just screaming for the old-school swords and sorcery treatment.
My hope is to have an ongoing setting where the majority of the adventuring takes place in or under the Forbidden City itself, but there’s plenty of room to explore the surrounding wilderness (and run into some surprises I’ve got in mind while doing so). Also, things like that Egyptian-style pyramid and the temple-looking building with two winged demons flanking the entrance aren’t going to be there just for looks any longer. I’m developing a bit of backstory and the inhabitants of the city are not completely isolated. Rather, the city is part of the larger world, and caravan raiding is not the only contact between those in the city and those outside.
Eventually, I think there will plenty be room enough for at least one main campaign and additional smaller groups running simultaneously. (Oh, for only enough time and enough players to make something like that happen!) I’ll probably also have some one-shot scenarios set in the region for pick-up play if needed.
Now that I’ve decided on this, I’m pretty excited about it. I’ll be writing about some of this as I develop it. If I can get even half of my grand ideas into action, it’s going to be good times in the old jungle!
I started this site a few weeks back more or less on a whim when I wanted to create a new ID for commenting on blogs and forums. But, having created the blog, I was not about to let anything that crossed my mind go unpublished, and now I find myself trying to get up at least one post per day on various gaming-related topics.
I’m using the free WordPress.com system, and I must say that it’s pretty nice. It’s been years since I’ve looked at any of the free hosted services, and I am impressed. My guess is that the latest version of Blogger is just as good. I sure wish that tools like this had been available when I began writing online in 2003.
And that leads into the real topic of this post. I’ve been a regular blogger (in other fields) for over six years now, and I have a lot of disk space and bandwidth available at my hosting service. Though this WordPress.com system is certainly very nice, some of the features I’m used to using are only available via paid add-ons. Now, I don’t have a problem with this model, but as I’m already paying for hosting and various software packages, I’m not real keen on paying more for the same things here.
I’m strongly leaning towards moving this little site over to my existing hosting and publishing under my own domain. This is the sort of move that should be made sooner rather than later so as to minimize the complexity of the move and the number of links pointing back to the old site. A number of other bloggers have kindly linked to Lord Kilgore already, and moves like this are a bit of a headache for everyone.
Hopefully I’ll decide what to do by the end of the week and, if I do decide to forge ahead and move shop, I’ll get it taken care of this weekend.
Bat in the Attic has a post up about the topic of coinage. He generally uses a system where silver is 250 coins per pound (much, much smaller than most standards) but gold is 16 coins per pound (more in line with most by the book systems):
What I found that a system where you have a one common coin and one coin that is really large in relative value works better as far as giving the sense that treasure is valuable. The hordes of silver pennies are appreciated but it is the rare finds of gold crowns that make the players go oooo.
That’s an interesting take. As I mentioned yesterday, I keep thinking about going to the 100 coins per pound system in light of treasure-heavy old-school dungeons, particularly given Labyrinth Lord’s encumbrance limits. However, while such a move might be looter-friendly, the physical size of massive treasure hoards would suddenly become, well, less massive. The mix of smaller lesser coins and larger gold coins could be one way to address that. It’s something I’ll keep in mind as I try to settle on a simple, fair, and fun system for my old schooling.
Note: I like how a topic that surfaces on someone’s blog or on a forum seems to catch fire and spawn all sorts of posting from various writers. Gives us all a chance to look at various takes on the issue.
Fitz has done a little research into the “10 coins per pound” rule by looking at some ancient Roman coinage and found that it’s not too far off. I’m not surprised.
I personally have waffled between 10 and 20 per pound, as a general rule, reckoning that typical coins are about the size of a US nickel.
As I’ve gone old school and the looting of hoards has taken precedence over story goals and other such elements, I’m wondering if smaller (say, dime-sized) coins at 100 per pound might not be in order. That seems a bit too small, though. Think how many it would take to make a bed for good old Smaug.
Labyrinth Lord uses 10 coins to the pound and rules that characters with more than 40 pounds of equipment lose movement rate.
Swords & Wizardry (both Core and White Box), on the other hand, uses the same 10 coins per pound rule but states that characters can carry up to 75 pounds before losing movement rate.
Sure, I could house rule the weight allowances in LL, but they actually seem closer to “reality” to me than the 75 pound limit. At the same time, characters seem overly-limited in the amount of equipment they carry to begin with by the 40 pound limit, and once the characters discover some treasure they immediately drop into the next-lower move rate because they’ve dropped items from their inventory in order to stay at a decent move rate.
Another consideration is that I plan on running both LL and S&W, and the wide discrepancy between the two on this matter may be confusing.
I haven’t quite decided what I’m going to do about this.
A lot of folks are up in arms about the lack of gnomes as PC races in recent games. Perhaps this explains their absence:
Swords & Wizardry monster stats below…
Alien Gnome Bandits
Armor Class: 6 [13]
Hit Dice: 1+1
Attacks: weapon (1d6-1)
Special: grab gnome attack
Move: 9
HDE/XP: 1/25Alien gnome bandits are bizarre creatures from an alternate plane of existence. They travel to our dimension in order to kidnap gnomes for unknown (but clearly unsavory) purposes. Alien gnome bandits have a +1 to hit vs. gnomes and on a roll of “20” have successfully grabbed the gnome, allowing further attacks by alien gnome bandits to hit at an additional +1. This bonus is cumulative (i.e., if two alien gnome bandits successfully grab a gnome, further attacks are at +2). If two or more alien gnome bandits grab an unarmed gnome and hang on to him for three consecutive rounds, they wink out of our plane with their victim, never to be seen again.
Garden-variety Alien Gnome Grabber figures available at the Wireless Catalog.
Wargaming in 1879: The Game of Strategos
Via the comment thread on this Gognardia post.
Recently, Geek Orthodox has a post up about how a guy DMed for a bunch of 10-year-olds at his nephew’s birthday party, and how awesome it was that they wanted to play an RPG instead of sit in front of the Wii or something.
Over at the Swords & Wizardry forum is a great discussion on this, including talk about whether kids playing 4e is better than video games or not.
I’m inclined to think that it’s FAR better to play more recent versions of D&D than to play any video games. Kids have got to start somewhere, and if that starting point is 4E or CCGs or something else that the old-schoolers frown upon, that’s better than not starting at all. 4E players can be “converted,” but video gamers (in general) would be tougher to bring into the old-school fold. I believe that’s a huge part of the reason that new RPGs incorporate so many concepts of video/online gaming: it narrows the gap and makes it an easier sell.
From the always-funny XKCD.