Posts Tagged ‘Eric



26
Oct
09

If You Build It, They Will Come

After running my players through slightly modified versions of three pre-written dungeons (the Blue Box Basic introductory scenario, B2: The Keep on the Borderlands and B1: In Search of the Unknown), I finally wrote up a single page dungeon scenario—a total dungeon crawl with nary a visible trace of Gygaxian naturalism—and ran four of my players through it. They got halfway through the dungeon in their last session and are excited at the prospect of tackling it again!

A few lessons I’ve taken away from the experience of creating and running a small dungeon level:

1) Writing your own boxed text is no substitute for remembering it. I built the first room in the dungeon around a magical trap, then added enough other details—a magic mouth, doors that lock themselves, and monsters emerging from doors masked by illusions—that I forgot to deploy the trap! I wound up relocating the trap to another room, so the idea wasn’t wasted, but there wouldn’t have been any problems if I’d written my notes in a less florid manner, or simply re-read them more thoroughly before starting play.

2) It’s great to devise unusual phenomena in your dungeon, but you need to think through their effects during the design process. Last session’s dungeon included a maze with invisible walls (credit goes to Infocom’s Sorcerer) which also hid objects behind them. Thus, while you could see the outer (non-invisible) walls of the room, you couldn’t see the monsters stalking around inside the maze. But I didn’t consider that this would also affect the PCs, so that as soon as the party turned a corner, the people at one end of the marching order would be invisible to their fellows!

3) When designing tricks and traps, there’s no sure way to predict a party’s level of caution. The same players can shift from paranoia to recklessness and back again at seemingly random intervals. As a referee, sometimes you just have to roll with the party’s actions and see what happens.

All of these lessons apply to pre-generated dungeons as well, particularly the first. But it’s worth noting that designing the dungeon yourself may not, in and of itself, provide additional insight into the place, nor does designing it with your players in mind assure you that they’ll react like you expect them to.

21
Oct
09

Deeper Themes

A recent Grognardia post about Tolkien and Howard proposes that “as the years have worn on, [RPGs have] become more focused on surface elements of their supposed inspirations than on their deeper themes.” Commenters on the post discuss whether RPGs need or benefit from deeper themes, and a different guy called James suggests:

Players & DM’s will create their own thematic elements. Hopefully, there will be some synergy here, but, an amusing exercise might be to ask your players, after a year or so of play, how they would describe the deeper elements within the campaign.

I’ll bite! I think the amusingness is supposed to come from the match or lack thereof between what the DM sees as the themes and what the players do, so let’s have our DMs wait to weigh in on the themes until the players have had a chance. Here, though, are what I’d identify as the themes of Eric’s Glantri campaign:

– Mortality. Arguably this is not unique to Glantri, but is the theme of any old-school campaign that starts at first level. Nevertheless, our experience of play is shaped largely by the extreme transience of the adventurers involved.

– Belief. This relates to mortality in the usual way religions do; also in that it creates the need to regularly introduce new cleric PCs, which makes “what is the nature of your faith” an oft-asked question, and that the cult of the Boss is all about meeting an untimely end. The existence of that cult has also provoked interactions with other Glantrian religions, further exploring this theme.

– Family history. This is the one that seems to most emerge from Eric’s side of the screen rather than ours. As a player, though, I’ve been intrigued and impressed by the way that doors in the Caves of Chaos are marked with crests of different branches of the D’Amberville family, for example. So far this theme hasn’t been used much by players, although the arrival of Francois’s brother as a PC may change that.

Do y’all agree or disagree with these, and what do you think are the themes of the White Sandbox or James’ With Great Power game?

(We might need to have the ‘what is a theme’ conversation too.)

20
Oct
09

Metagaming and the PC Glow

One of my biggest peeves in role-playing games is the phenomenon we refer to as the “PC Glow,” in which the player characters can look at a crowd and pick out fellow PCs at a glance. It’s as though the word “PC” were written on their foreheads in big glowing letters.

Yes, it’s useful to be able to get the PCs together quickly and efficiently, especially in action-oriented games like D&D when the players are eager to skip past the introductory bits to get to the meat of play. But any game that falls under the RPG rubric demands a certain amount of integrity in its fiction, however flimsy that fiction may be, and abuse of the PC glow can violate that fiction most egregiously.

In an example from my Glantri game, several players had replaced their deceased PCs with members of a small mercenary band that they’d taken on as hirelings. One of those hirelings-turned-PCs, Francois, made himself the de facto leader of the party, which he renamed the “Company of Crossed Swords.” Seeing their longtime comrades doing well for themselves as members of the party, the remaining NPC members of the mercenary band approached Francois:

Henri [NPC]: Francois, now that things are working out so well with the new mercenary company, Guy and I were thinking that perhaps we could become full members and get shares instead of our usual fee.

Francois [PC]: Ah, no, I do not think so. I do not think you have earned this thing.

Henri: But… I don’t understand. We’ve fought at your side as long as Isaac and Emory [two other PCs], and they’re full members now.

Francois: Ah, yes, but you see, they have demonstrated vision and initiative! Perhaps, after a few more months as hirelings, you will also demonstrate vision and initiative. Until then, we will pay you the usual fee, eh?

Henri: You’re an ass, Francois.

[The NPCs leave; two new PCs arrive.]

Francois: Gentlemen! You look like fine examples of adventurers. How would you like to be full members of the Company of Crossed Swords?

In retrospect, the problem began with my decision to have the NPCs demonstrate a specific ambition that lay outside of our group’s social contract. We have a house rule whereby PCs gain additional experience points by “squandering” gold on things of no material value, so any treasure going to an NPC is a loss of potential experience points. It’s no wonder that Francois’ player found the notion distasteful!

Thus far, the best solutions I’ve found for PC glow abuse—or for any sort of metagaming, for that matter—are as follows:

1. Foresight. Don’t use rules that encourage metagaming, or if you do, try and avoid laying the groundwork for a conflict between the fiction and the players’ cupidity.

2. Communication: When a PC does something that makes little sense in the shared imaginary space of the game, don’t just block it or let it slide by; step outside of the game for a moment to talk directly to the player about why they’re doing it and whether they (or you) could take some other action that makes more sense in the context of play.

3. Justification: If a PC acts uncharacteristically, work out a worthwhile justification for that action with the player. In the example of Francois, we could invent a prior incident that caused Francois to distrust Henri and Guy, or to feel some personal animus toward them. Such additions to the fiction take a potential problem and use it to make the game more interesting!

Of course, old-school D&D being what it is, Francois died later that session, before I could even consider working in elements of his relationship to his NPC comrades. But the peeve—and the potential solutions to it—remains on the table, waiting to be tested again in play.

16
Oct
09

legend of the Boss

Here’s how I remember it:

In January 2009 Tavis joined Eric’s on-going Moldvay Basic D&D campaign and rolled up a Cleric.

TAVIS: I think my character rejects the Church of the Builder and the Cult of the Trickster.

ERIC: Oh really?  Perhaps he worships the God of Magic?

TAVIS:  . . . No, he is convinced of his own incipient divinity, and has founded a cult in accordance with that belief.

OTHER PLAYERS: Neat!  You know first-level Clerics can’t cast spells under these rules, right?

TAVIS: Really?

OTHER PLAYERS: So you’re a god who can’t work miracles and [peer at Tavis’s sheet] you have 8 Charisma.

TAVIS: I never said I was good at it.

And so the Boss descended to Earth and walked among mortal men!

Five minutes later, on the road to the dungeon, our party encountered an aristocrat and his retinue who were leaving the dungeon.  We could infer from prior adventures that these were the rightful owners of the ruins we’d been merrily plundering, and I for one tried to keep my head down and avoid provoking them.  (I was a first-level Magic-User with 3 Constitution and 1 hit-point, named Immortus.)

ERIC: James, your character Immortus keeps a wide distance from the approaching party, clearly not wanting to antagonize these people.  A nursemaid traveling with the aristocrat’s group tries to silence a wailing infant wrapped in ornate blankets.  What do the rest of you do?

OTHER PLAYERS: Block their path!  Shake them down for money!  Mock the size of his wand!

JAMES: [moves mini several squares further away when no one is looking]

The aristocrat-wizard waxed increasingly wroth.  There was a shouting match between the aristocrat and our outspoken Dwarven companion Pog concerning the ownership of a certain magical sword.

ERIC: The aristocrat angrily demands the sword, a family heirloom.

POG’S PLAYER: Never!  It is, um, my family heirloom too!

TAVIS: [playing the Boss]  Where’s the nursemaid and the baby on the map?

ERIC: Here. . . . Pog, the aristocrat draws and points a wand at you.

TAVIS: The Boss rushes up, knocks the nursemaid to the ground, and seizes the baby!  The Boss holds the child aloft with a threatening glare at the aristocrat!

ERIC: The aristocrat whirls around, and points his magic wand at the Boss.

JAMES: [from a prudent distance] Sleep, centered on the baby!

I put the baby, the nursemaid, and the Boss to sleep–but the aristocrat Magic-User was immune due to being high level.  He picked up the baby with one hand, and with the other zapped the Boss with a wand of petrification.

ERIC: The aristocrat turns to face you, Immortus.  “Are you the ally of this fool?”

JAMES: Um, he just sort of tagged along with us when we left town.  We’ll be going now, it was nice meeting you.  Immortus withdraws.

[In the chaos, everyone escapes–including, though I’m not sure how, Pog and the magic sword.]

The Boss survived our campaign for about 10 minutes of play time.  His only deed was an insanely ill-advised act of  sociopathy ending in a Save-or-Die effect.  He was the perfect Dungeons & Dragons character.

Having just witnessed a koan in the form of D&D, we immediately understood that the Boss truly was divine, and erected a shrine to him on the spot.  Propagating this cult has become the central storyline of Eric’s campaign, much to his occasional chagrin.  I’m not sure what else he had planned, but that’s what we’re interested in.  (Or were.  I’ve missed a lot of sessions.)

We also created a new alignment system based on the Boss:

  • Bossful – you take insane risks just to stir shit up
  • Immortic – you plot and connive a way to accomplish your goals without any risk
  • Neutral – you are an opportunistic schemer

(Most of our adventurers are Neutral, because as Hamish the Dim observed, “The Boss isn’t someone you can just imitate.  You’ve got to work your way up to it.”)

The Legend of the Boss is exactly the kind of thing I was talking about earlier: there’s a richness of play that simply comes from being there.  We talk about the Boss pretty much every session, and if you missed out on that, it’s like a bunch of guys swapping an in-joke you’ll never really appreciate.  And it’s exactly these sorts of unexpected antics that make sandbox campaign play so richly rewarding.

15
Oct
09

play, run, prep, dip

Gaming, or rather, wanting to game, takes up too much time in my life.  I’m trying to do some spring cleaning, and trying to limit myself to one game in the four categories of Play, Run, Prep, and Dip.

Play – Hard (and socially unfair!) to pick just one game!  There are two excellent but very different Dungeons & Dragons campaigns being run by Tavis and Eric right now.  Unfortunately I’m not sure I can commit to either due to scheduling difficulties.  So here I’m kind of stuck.  I’ve got a long post brewing about this but I don’t know when it’ll get finished.

RunWith Great Power… set in the Silver Age of Marvel Comics.  Good times if you are as insane as I am on this subject.

Prep – Oooh, another difficult category to pick just one game.  I’ve wanted to cobble something together out of TSR’s old Alternity game for about a year now, but it’s a lot of effort to beat a scenario into shape.  Instead I am going to work up a Companion-level “Endgame” D&D play-by-Net set on the Isle of Dread.

Dip – one-shot of Mouse Guard coming up next week.  Not sure what’ll be after that, but that’s what’s fun about the Dip category.  Probably something involved with our public gaming endeavors.

What I like about this approach is that it’s got a little something for every part of a game’s life-cycle.  Once I’m done with the With Great Power… game, I can shift the Companion game into Run.  If the Mouse Guard Dip works out well, I can move that into Prep or Play.  If it works out poorly, well: something else goes into the Dip slot.

I imagine many other gamers are struggling to balance their interests with their available time–and I’d be curious to know how others work out what to do with their gaming time.

13
Oct
09

Encouraging Spell Research

In old-school D&D, a magic-user’s ability to gain new spells differs based not only on which edition you’re playing, but on the DM’s whim. For instance, Holmes Basic allows you to learn new spells from scrolls and other magic-users, but it gives the DM carte blanche to decide what spells you’ll run across. One DM might provide stacks of scrolls and armies of friendly mentors, while another’s game may have no scrolls or mentors at all! Moldvay Basic is even stricter; not only does it restrict magic-user spell acquisition to leveling up and spell research, but even then it explicitly allows the DM to decide what spells you start with. He may let you choose a powerhouse spell like Sleep as your starting spell, or he may stick you with Hold Portal or Shield.

Spell research is available as an option by which you can individualize your magic-user’s spell selection, but it’s also very difficult to pull off. Not only is it expensive and risky, but it takes the magic-user out of play for weeks at a time, a severe penalty for a class that’s already slow to level up.

To encourage spell research rather than discourage it, I’m experimenting with some changes to the Moldvay rules:

1) Since we’re using Carousing rules (in which PCs gain experience points from frivolous expenditures of gold), I’ve ruled that gold spent on research counts as carousing, and thus is a good way to cash in your gold for XP, especially if it bypasses the usual caps on how much gold you can spend in one go.

2) I’m greatly reducing the time required to research new spells. Two weeks for a first level spell will take a magic-user PC out of play for several sessions, and it only gets worse from there! Halving that is a good start, and I’ll halve it again when researching a spell that’s similar to one that the magic-user already knows; this should encourage themed spell research akin to the suite of Bigby’s Hand spells.

3) Attempting to learn a spell from a teacher, captured spellbook or scroll will have a chance of failure, and failing to learn the spell precludes another attempt until the magic-user gains a level. Researching a variant of the spell in question should prove a viable alternative to waiting to level up.

How these rules will work in practice is anybody’s guess. If the party’s magic-users continue to die off at their customarily swift rate, it may never come up…

09
Oct
09

Of the Deaths of PCs

I have an admission to make. It’s a shameful one for someone running an old school D&D game, but here it is.

None of my PCs in ongoing games have ever died.

Oh, sure, I’ve had lots of characters die. But always in one-shots, throwaway games at conventions or to pass the time. Not characters I’ve invested in. It’s a dramatic lacuna in my experience. And I have to consider: how did this happen? (Or, more accurately, not happen.)

I’ve been playing RPGs for years, starting with Blue Box Basic back in 1978 or so. My memory of play back then is rather vague, but given our tender age and low attention spans, I don’t think my friends and I tried anything more than one-offs. My friends and I dabbled in other games, such as Traveller, Top Secret and Star Frontiers, none of which lasted long. A group at the local youth center, run by a fellow who seemed ancient to us but was likely a college student or even a high school senior, entertained us with his own brand of AD&D; my eighth-level ranger, his name lost in the mists of time, still survives somewhere, albeit permanently blinded from a nuclear strike on the Great Kingdom of Aerdy.

After a hiatus lasting through high school, I discovered a welter of newfangled systems and settings, such as Amber DRPG, Ars Magica and the entire panoply of White Wolf games — Vampire, Werewolf, Mage, Changeling, Exalted, etc. And then there was D&D3e, in a group that’s hung together for nine years running three separate campaigns in a single setting. Aside from the games I’ve refereed, I’ve played at least two dozen characters in campaigns of varying length, and not one of them has died. (Except for poor doomed Martin the Green, but as that was a plot-mandated death followed immediately by a plot-mandated resurrection, I deem it to lie outside of the parameters of this scenario.)


As a result of this unprecedented feat of survival, I feel some perplexity when faced by the massive death tolls of our group’s old school games.  How do my players actually feel when their characters are impaled by bugbears, rent asunder by zombie wolves or incinerated by their own arsenals of ersatz Greek fire? Yes, many of them seem quite sanguine about their characters’ fates; certainly my fellow bloggers have had more than their share of deceased PCs  and they show no signs of slackening in their resolve to come back for more. But the actual sensations involved escape me.

Hands-on research is clearly required. But I like my characters and have no wish to kill them off merely for experimental purposes. And in any case, deliberate suicide would seem to defeat the purpose. This is something that should happen naturally, despite all my paranoid in-character behavior.

(PS: Tavis, this is not a request to kill my character. Lucky the Halfling Marksman will die when the time is right; don’t speed that day on my account!)

09
Oct
09

Score 1 for death, 0 for play improving

Last night in Eric’s Glantri campaign we got slaughtered. Jesus, just avert your eyes. (N.B.: That link is NSFW, or if it is I want to work in your office.)

It wasn’t technically a total party kill because there was never a point where all of us were lying dead on the dungeon floor. More like a total party replacement; by the end of the session almost none of us were playing the character we started with. Here’s my post-mortem analysis of what went wrong:

– Jumping to conclusions. Our plan was to visit Sebastian, one of the necromancers in the Caves of Chaos with whom we’d previously made a treaty. When we arrived no one was waiting at the mouth of their cave, it took a while for them to respond to our hail, and there were noises of things moving around inside. I interpreted this as evidence that the necromancers were under attack and that we could take advantage of the situation to kill and loot them. It wouldn’t have taken much intelligence-gathering to prove this assumption wrong, but I sailed in with blind faith in my assessment of what was going on.

Roleplaying. Self-preservation is a top priority for rational beings, so arguably it’s poor roleplaying not to act with that in mind. Or, in the “what’s my job in the party” sense rather than “what’s my motivation”, a guy whose romantic ambitions cause him to run into a cave known to be full of zombie guards in order to rescue a medusa who has already betrayed him twice is playing the role of Suicidal Lunatic to the hilt. Good or bad, roleplaying killed Era the Elf Captain of the Dragoon Lancers, the only Red Box character I’ve ever rolled who died in their second session of play instead of the first.

– Beer. Some of the mistakes we made were stupid enough that we need an external factor to blame them on. For example, in the first successful (pre-alliance) raid we made on the necromancers, we took two kinds of badges from their slain apprentices. We knew that one of them protected us from the zombies, but went in wearing the other kind of badge. Oops! It was also a big group of players and the place where we play was unusually noisy, so difficulty in communicating and inattentiveness made things worse.

– Numbers. When we did establish contact with the necromancers, they offered us 2,000 gold to capture a hawk-bear dwelling in the Caves and 3,000 to bring them a bull-man. Our first-level characters shied away from these, suspecting those monsters would have ample hit dice. Instead, we decided to go after the bugbears in the hopes that their numbers would have been thinned out when we defeated their patrol that attacked us while we parlayed with the necromancers. This was foolish not only because the chieftain of those goblinoids probably had as many hit dice, but also because we allowed ourselves to be outnumbered by his forces. If we’d gone after the hawk-bear, we would have been the ones swarming over it – more troops almost always have the edge against a single powerful critter in old-school D&D. We also failed to bring any henchmen, having let the previous ones go over a dispute over whether they deserved full shares on the next expedition. We got hardly any treasure and the henchmen probably would have died before they could claim shares in any case, so in retrospect this was also foolish.

– Lack of profit motive. The hawk-bear might have killed as many of us, but the survivors would have gotten paid. We got no cash from our raid on the bugbears. This relates to survival both because making it to second level would dramatically improve our longevity, and because keeping our eyes on the prize would encourage more caution.

– Born to die. The loss of Francois, the founder of the Crossed Swords mercenary company, was bitter both because of his vivid presence in the campaign and because he died with almost enough XP to level up. Characters who’d just been created had less to live for, and so having fun rightly took precedence over saving their newly-minted PC’s skin at all costs. One of the two new players we had last night rolled a dismal set of ability score rolls, distinguished by a dismal Constitution and a pretty-good Charisma, and decided that his PC would be an enormously fat and jolly elf. What better destiny could such a character have than discovering the sign on the entrance to the bugbear lair promising a hot meal; running in full of enthusiasm, trust, and gluttony; and being promptly skewered to death? Survival is a drab thing compared to such glories.

In retrospect, one of the things this proves to me is that knowledge is power only when the players are invested in it. Eric writes great session summaries and answers to our questions about what’s happened in the campaign. (I’m relying on his summary to supply all the names of the dead; if I don’t mention your fallen hero, it’s because I can’t remember what they were called, not because their passing wasn’t noteworthy!). Details about things like which amulet repels the zombies are probably in there, but reading the summary didn’t get it in our heads where it’d be useful in play. Writing our own summary would help rehearse that knowledge, and the process of recording events in play would likely also foster insight into wise strategic approaches for future sessions. (For example, Oban came up with the idea for the Express Elevator to Hell while thinking about what map symbol to use for the rising-and-falling statue.)

Another thing last night reminded me of is that we need more handouts. The other one of our new players was a pure drop-in, having wandered over to our table when his Pathfinder Society game didn’t materialize, and we should definitely have had stuff to get him up to speed (a one-page guide to character generation, another on how to use the basic Red Box rules – as a 3E-era player knowing the mechanics was important to him – and finally the one-page distillation of Matt Finch’s Quick Primer for Old School Gaming that I found somewhere) and plugged into the larger network of gaming (something better to point to our online presence than the napkin scrap on which we wrote the New York Red Box URL, and a TARGA flyer once such exists).




Past Adventures of the Mule

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