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Smoldering Wizard

~ Old-School Role Playing

Smoldering Wizard

Tag Archives: delving deeper

Thank You to the OSR – 10 Years Later

22 Friday Sep 2023

Posted by Doug in OSR

≈ 5 Comments

Tags

ad&d, basic d&d, basic fantasy rpg, blog, campaigns, delving deeper, forums, Holmes Basic, labyrinth lord, moldvay/cook, od&d, osric, swords & wizardry, whitebox, whitebox: fmag

The first post to my blog was on Sept. 22, 2013. That was four years after I had gotten back into the same old-school gaming I had enjoyed as a kid, thanks to one of a handful of the first retro-clones Swords & Wizardry White Box (link is to a PDF of the first printing, no longer available in print).

That first post had an image of my gaming collection – just one bookshelf! Now that has increased to four shelves. Of course this is just what I wanted to collect in print over the years – like many in this hobby, I have a large digital collection of games as well. But I still prefer print copies of the classic games.

books

Much has changed with the OSR in the past 10 years, and much is the same. Mainly I think there is more fragmentation as people joined groups on various social media platforms when some of the original forums, along with G+ went away. But I’m happy that there seems to be a resurgence in OSR blogs, and forums are definitely not dead, with some of the largest from 10 years ago (or longer) still online. In my opinion the blogs and forums are where the old-school gaming community should congregate, discuss and share ideas, as they are indexed by search engines and the Internet Archive. Facebook, MeWe, Discord and the like are not public in that sense, and anything posted to those platforms is lost when they go away. I created my own public forum in 2016 in reaction to the Swords & Wizardry forums being taken offline, and in 2017 I created a static snapshot of the Goblinoid Games forums, just before they too were taken offline.

2013 was also the year our current gaming group was formed, and it’s still going strong today. It’s not a overstatement to say that these games, gaming friends and the OSR in general have been a major part of my life for the past decade. So thanks again to the OSR and the many people that make it fun, and here’s hoping to another 10 years!

Simplified Encumbrance for OD&D and Clones

17 Thursday Jan 2019

Posted by Doug in DM Resources, Player Resources

≈ 8 Comments

Tags

basic d&d, basic fantasy rpg, delving deeper, encumbrance, Holmes Basic, holmes basic d&d, labyrinth lord, od&d, pits & perils, retroclone, swords & wizardry, whitebox

In the 1974 D&D rules, encumbrance was tracked in coins. The PC’s miscellaneous equipment was assumed to always weigh 80 coins. To that, one added armor and weapon weights (in coin equivalents), and the actual number of coins carried to come up with a total, which could be mapped to a movement rate. Ostensibly 10 coins weighed one pound, but you did not need to know this fact to calculate encumbrance. In that system, 3000 coins is the maximum a PC can carry.

This is an elegant system, because it did not force the player to track individual equipment weights. I think one of the biggest mistakes later systems and various old school D&D clones made was discarding this system and providing a weight in pounds (or kilograms, stone etc.) for every single bit of equipment. I’ve noted before that tracking encumbrance this way is a fun-sucking exercise, and I have never used it when I run games. Using it as written slows down character creation to a crawl.

bx-encumbrance

The system I’ve settled on is an even simpler one, and in the finest old-school tradition is a mix of rules from OD&D, Pits & Perils, and Holmes Basic. A PC can carry a reasonable amount of gear, armor, and weapons, plus 1200 coins – no more. In the original game, strength does not directly affect attack or damage rolls, or give any direct bonuses or penalties at all. What I do is give PCs with a STR of 15 or more an added 600 coin carrying capacity (so 1800 coins). With a STR of six or less, they can carry only 600 coins. 20 coins of any type weigh one pound, but again this fact is not needed to calculate encumbrance. I think this directs the player attention away from miscellaneous equipment weights back to coins, where it should be. After all, when 1GP = 1XP, treasure becomes more important than defeating monsters, and is the end goal of any dungeon or overland expedition – to gain XP and advance levels. But what is “reasonable”? Here we can take a tip from Holmes and have players note on their character sheets where their equipment lives. To do this quickly the character sheet can be sectioned by container – so one heading would be “backpack”, another would be “large sack”, and then maybe “belt”. Then the players just list the items in each section.

How does this tie in with movement? In line with the original rules, there are three movement rates, corresponding with armor worn.

None/Leather/Magic or Elven chain: 12″
Chain/Magic plate: 9″
Plate: 6″

You can see that magic armor in this system is treated as the next higher category to reflect its lower encumbrance.

A character can carry up to their maximum allotted coin weight with no change – but once they hit 1200 coins, they drop 3″ to the next lower rate. So, for example, if Drizzle the M-U has a STR of 9 and carries 1,200 coins, his move rate is 9″ and he can carry no more. To make things even easier, a large sack holds (you guessed it) 1200 coins.

Apart from keeping track of coins, which players do anyway, and being aware of armor worn, there is nothing more to do as far as figuring out movement rate. You might also like to figure coin-equivalent weights for other common items of treasure, like gems or jewelry. But it’s not strictly necessary unless your players stumble onto a dragon’s hoard.

The Start of a New OD&D Sandbox Campaign

23 Saturday Sep 2017

Posted by Doug in OSR

≈ 11 Comments

Tags

campaigns, chronicles of nolenor, delving deeper, nolenor, od&d, original d&d, plain text, sandbox, seven voyages of zylarthen, text, thief, thief skills, thief variant

I started a new sandbox campaign about a month ago, this time 1974-vintage OD&D  but with a custom thief class. It’s loosely based on an OD&D play-by-post I ran at the Unseen Servant forums a couple of years ago, but with some changes. I started with a simple town map done up in text, like I did for some of my previous adventures.  I then added in the nearby geography, just a descriptive paragraph or two, and a local area hex map. I then filled in the town with a few important NPCs and some adventure hooks.  Here is the area background around the town of Frostmark, this is the standard idea of a safe-haven town on the wild borderlands, in this case off to the west.

To the west of Frostmark are the Broken Plains, across which cold winds bring snow and storms from the western reaches of the Crag Peaks in the winter. Farther west are wild, untamed frontier lands said to hold ancient ruins, wealth and secrets. To the east, the valley of Silverwood is sheltered from the winds and more temperate, home to farms and the Druids. To the north the North Road leads to the Iron Hills, then the Crag peaks, through which the Miner’s pass leads to Bryn, the home of Lord Percy. To the south, the Twin Towns road leads along Lake Mistwater, to the lakeside towns of Fishpot and Stewgray. The traveler’s inn ‘The Unseemly Wench’ is along this road.

The Twin Towns road brings fish and crafts from the south. The Silverwood Valley brings wool and food from the farms there, along with game killed by hunters, stone from local quarries and wood from the forests. Bryn brings hard goods via the Miner’s Pass. There are also mines near the pass that provide iron and precious metals.

Here is the player’s town map, at some point I’ll hand-draw it but for now this works:

Town of Frostmark

The thief class I added because I have one player that really likes to play thieves. I based it on the simplified thief in Delving Deeper, Seven Voyages of Zylarthen, and the original thief as Gary Gygax envisioned. This thief is a fighter subclass (with he same XP requirements), and can actually use any weapons and armor, but can only perform thief tasks in leather armor. For my pure fighters I’ve added a simple weapon specialization and a second attack after any killing blow, but thieves forego these martial abilities and instead can sneak, hide, remove small traps, pick pockets and locks, and backstab (note no climbing walls). All but the backstab succeed on a 1-3 in d6 at 1st level. Thieves also are lucky, and can re-roll a die that affects them once per encounter. I allow any character to find traps and secret doors, these tasks are purely descriptive – which essentially means if an area with a trap or secret door is searched, I will describe it in such a way so as to make the door or trap obvious. They can then tell me how they are opening the door or (as a thief) they can make a roll to disarm the trap. I my view this solves two problems with thief skills, one is that the chance of success is too small at low levels, and two, the this prevents the monotonous “I check for traps” rolls. When my players say that, I ask them to describe where they are looking and we go from there. It is a bit more work on the referee’s end, but I think adds to the sense of accomplishment when a trap or secret door is found and subsequently overcome. I’ve been toying with this idea for a few years.

We’ve had three sessions so far with one PC death, and it’s been loads of fun. In future posts I’ll detail my house rules and give some session reports.

~

Overview of OD&D Clones

06 Saturday Sep 2014

Posted by Doug in OSR

≈ 9 Comments

Tags

delving deeper, labyrinth lord, od&d, oec, seven voyages of zylarthen, swords & wizardry, whitebox

OD&D

I’m a sucker for OD&D. I love the simplicity of the original 1974 rules (3 Little Brown Books or LBBs). So I grab every clone or version of it I can find.  I have the WOTC OD&D reprints, Swords & Wizardry Whitebox (WB), Delving Deeper (DD), Labyrinth Lord Original Edition Characters (OEC) and Seven Voyages of Zylarthen (SVoZ). I went to the original (using the reprints) for my most recent campaign, with some house rules.

S&W Whitebox

I never actually played OD&D back in the day – I was a tad too young when it came out, although later, when I was playing Holmes Basic and then AD&D 1e, I did have the OD&D boxed set and all of the supplements. When I got back into gaming with my kids, I started with Swords & Wizardry Whitebox (I still have the first print from 2009). It was perfect for that and I still really like that game. Indeed, a lot of the resources on this site started as things I used in my games, like the Whitebox reference sheets. I did not have many house rules at first, but slowly as I read more and was exposed to the OSR-verse, I built up a collection.  WB is very much a toolkit for OD&D-like play, just reading through the rulebook you’ll see lots of options for the DM to choose from. It is not, however, a strict clone of OD&D.

Labyrinth Lord OEC

Recently, I had a chance to play Barrowmaze using Labyrinth Lord OEC, in some hangouts sessions. OEC is interesting – it is an attempt to emulate the feel of OD&D using Labyrinth Lord (B/X) mechanics. It succeeds, but has some flaws that make it difficult to play. For starters, ability bonuses are capped at pre-Greyhawk levels (i.e. no strength bonuses, other bonuses capped at +1), but the rules assume using the standardd Labyrinth Lord monsters, with their d8 hit dice and variable damage or multiple attacks. A lot of the racial and class abilities present in OD&D  are missing – like the fighter’s ability to attack more than once per combat round, or the Elves’ ability to move silently. Our group found it very deadly, to the point where the DM switched back to the core Labyrinth Lord rules (and this is a group of old-school gamers used to having characters die).

Delving Deeper

Delving Deeper probably comes closest to an idealized OD&D clone – one in which the rules are unambiguous and organized well, sourced from just the three original booklets and Chanmail. Perhaps this thread at the ODD74 forums sums up the roots of DD best. It is really OD&D with a sensible collection of house rules and rule interpretations, all in one tidy package. I’ve been in a DD play-by-post game for almost a year now, it really seems indistinguishable from OD&D to me (at least, what I envision OD&D was like in 1974, I may not have played it but I’ve certainly read accounts of how it was played).

This thread about the release of the POD version of the Delving Deeper reference rules at the ODD74 boards got me thinking about house rules. They are damned fun to write and tinker with, but in the end, you can play with a game like Delving Deeper as a base and not have to change anything at all to actually play OD&D. Compare this with just the original 3 LBBs, house rules are a must. I would grab DD if you just want to quickly get an ‘authentic’ OD&D game up and running, all the PDFs are free and the reference rules are online as an indexed HTML page.

svoz-cover

Perhaps the most intriguing of the OD&D clones is SVoZ. As the author says, this is not really a retro-clone, but a neo-clone that uses the 1974 OD&D rules as a template. This is the only one of the group I have not yet played, but I’ve read the rules and they do indeed feel like OD&D, as much as many of the rules are different. Perhaps the biggest change with SVoZ is the lack of Clerics, they are replaced by a simplified Thief class, while Magic-Users gain access to the standard list of Cleric spells and any PC can turn undead. But there are many other clever changes and additions that give this a unique feel from the others. The PDFs are available for free from lulu (Edit: no longer free), or you can buy the four booklets in digest format.

Original D&D House Rules

29 Tuesday Jul 2014

Posted by Doug in DM Resources

≈ 5 Comments

Tags

as&sh, bfrpg, BLUEHOLME, delving deeper, dwarven mine, Holmes Basic, house rules, original d&d, philotomy, seven voyages of zylarthen, swords & wizardry, whitebox

My own OD&D campaign is based on just the 3LBBs, plus some house rules. These were informed by lots of different sources, including Holmes Basic, BLUEHOLME, Philotomy’s Musings, the Delving Deeper rules, the OD&D FAQ from Strategic Review magazine, and various bits and pieces mentioned in games, forums or blogs that stuck in my memory. Most recently, I’ve read through the Seven Voyages of Zylarthen (SVoZ) and pulled in spending gold for experience from that. Here are some highlights (last updated 2015-06-02):

  • I don’t like the stat/hit dice/bonus inflation that was ushered in with the Greyhawk supplement, so I keep d6 for all hit dice and d6 for all weapon/monster damage. I only add minimal bonuses/penalties for strength, and keep the other ability bonuses as-is.
  • Magical healing is downplayed, with binding wounds available to all PCs along with the Warden class’ healing poultices. I prefer not to use Clerics, but I keep the option available as some players really like them, and at least this way the Cleric can be something other than ‘the party healer’.
  • I really liked the idea of gold being used for experience, but only if it is spent (from SVoZ). This avoids the problem of “where do I keep my mountain of gold?” that is so often hand-waved away as PCs get to higher levels, and gives PCs a choice if they want to buy pricier items like scrolls or potions – gain experience, or spend it on cool stuff?
  • I love the scroll/spellbook rules from Holmes and BLUEHOLME, so I incorporated those as-is.
  • I don’t like race-as-class (as much as OD&D did not ostensibly have this, giving a Hobbit or Dwarf one ‘choice’  for a class, and the odd Elf multi-class are all pretty much the same thing). So I allow other class choices for non-humans, including Dwarven Clerics and my own Rogue and Warden (a Ranger minus the spells) classes for Hobbits and Elves, respectively. Elves can also choose to be just FM or M-Us if they wish.
  • I like the encumbrance rules from Men & Magic, particularly that ‘Miscellaneous Equipment’  is a set weight. No need to count every torch and iron spike. I just don’t like that the max encumbrance is 300lbs worth of gold coins. So I just changed the weight of a coin from 10 coins per pound to 20. This effectively halves that weight allowance while still allowing lots of coins to be carried.
  • I use the Delving Deeper interpretation of the FMs multiple attacks being based on normal-types of less than 3HD.

You can download the OD&D house rules document in PDF or Libre Office format.

~

New Gaming Loot!

26 Saturday Jul 2014

Posted by Doug in OSR

≈ Leave a comment

Tags

delving deeper, delving deeper v3, neoclone, od&d, red tide, retroclone, scarlet heroes, seven voyages of zylarthen

Mail call! I’ve run a few fun sessions of Scarlet Heroes recently, and decided to pick up the Red Tide campaign supplement from which I can pull campaign ideas. I also had Lulu print a digest copy of the Delving Deeper v3  Reference Rules (I’ve been in a PbP Delving Deeper game since last fall and have enjoyed it a great deal), and finally the Seven Voyages of Zylarthen, which at first glance (the PDFs are free) is another nicely done OD&D retroclone  with some unique differences (edit to add: the author calls this a neoclone, which does seem more apt). I’ll dig into the latter a bit more and post a review when I can.

Gaming Loot

Delving Deeper v3 Reference Rules Released

15 Thursday May 2014

Posted by Doug in OSR

≈ Leave a comment

Tags

chainmail, delving deeper, delving deeper v3, original d&d

The latest incarnation of Delving Deeper has been released, free in PDF format. There will be a hardcover forthcoming. Delving Deeper is a very nicely done OD&D retro-clone, here is the forum post announcing the release, which gives a bit more detail. I’ve been playing in a Delving Deeper play-by-post game using what was a beta version of these rules, it is very nicely done and distinguishes itself from some of the other 0e clones by being as close to the originals as possible. Given the ambiguity in some of the original rules, I think Simon Bull has done a terrific job on the new revision. It is what three “Little Brown Books” OD&D could have been if the references to Chainmail and Outdoor Survival were spelled out, rather than being just mentions in the text.

Delving Deeper v3 Reference Rules (PDF)

Original D&D: Surprise Can be Deadly

02 Sunday Feb 2014

Posted by Doug in OSR

≈ 8 Comments

Tags

ad&d, delving deeper, old school gaming, original d&d, osr, surprise, swords & wizardry, underworld and wilderness adventures, uw&wa

Since I actually took possession of the Original D&D reprints, I’ve been reading the booklets through from the beginning, something I haven’t done since, well probably ever. I’ve found an interesting tidbit regarding surprise that I did not previously know of. This is from the 3rd volume, The Underworld and Wilderness Adventures (UW&WA), emphasis added:

Surprise: A Condition of surprise can only exist when one or both parties are unaware of the presence of the other. Such things as ESP’ing, light, and noise will negate surprise. If the possibility for surprise exists roll a six-sided die for each party concerned. A roll of 1 or 2 indicates the party is surprised. Distance is then 10-30 feet.

Surprise gives the advantage of a free move segment, whether to flee, cast a spell or engage in combat. If monsters gain surprise they will either close the distance between themselves and the character(s) (unless they are intelligent and their prey is obviously too strong to attack) or attack. For example a Wyvern surprises a party of four characters when they round a corner into a large open area. It attacks as it is within striking distance as indicated by the surprise distance determination which was a 2, indicating distance between them was but 10 feet. The referee rolls a pair of six-sided dice for the Wyvern and scores a 6, so it will not sting. It bites and hits. The Wyvern may attack once again before the adventurers strike back.

Note the last sentence. This is interesting because it says that surprise really nets the party or the monster two free actions – a move and attack, two attacks (if the initial distance is 10 feet), or two moves. presumably the latter would be used by a monster that wanted to flee a much stronger party, since at these close distances, the first move would always bring the monster within melee distance if so desired. I don’t believe this is a typo, since that last sentence is very clear.

I can see how this might unbalance things in favor of the monsters, since a party in a dungeon would typically have torches or other light sources that would allow them to be surprised, but never allow them the benefit of surprise, at least while entering any open area. Two rolls of 1-2 on a d6, and the monster gets two free attacks, presumably on the lead adventurers. This gets even worse when you combine it with the other surprise rule in OD&D:

There is a 25% chance that any character surprised by a monster will drop some item. If he does, roll for the possibilities remembering that only these items held could be so dropped.

This is also from UW&WA. Lead adventurers don’t typically carry torches, at least in my games the front ranks are the strongest fighters, and they walk around with weapons drawn and ready, the middle ranks have the torchbearers. So that leaves a weapon to be dropped by the party’s strongest fighters 25% of the time. This could get ugly very quickly for the party – in the worst case, a monster would get two free attacks, one or more of the party’s fighting complement would drop their weapon and have to waste a round of combat picking it up, giving the monster yet another unanswered attack, even if it lost initiative.

I think most people just ignore these rules, although I’d be interested to hear from those of you that do use them. The OD&D retroclones I’m familiar with (Swords & Wizardry and Delving Deeper) allow only one unanswered surprise action, although both do have the dropped item rule. I didn’t actually play OD&D back in the day, but I know even when we played AD&D 1e in the 80s, we ignored the detailed surprise rules in that edition and just gave one free action to whoever gained surprise.

uwwa-reprint-cover

~

Old-school RPG Character Generators

19 Sunday Jan 2014

Posted by Doug in DM Resources, Player Resources

≈ 32 Comments

Tags

3lbb, ad&d, as&sh, basic d&d, bfrpg, character generator, character sheet, delving deeper, henchmen, hirelings, Holmes Basic, holmes basic d&d, labyrinth lord, lists, mutant future, od&d, oec, old school gaming, original d&d, ose, osr, osric, swords & wizardry, traveller, whitebox, whitebox: fmag

I love random character generators. As a DM, they are great for quickly generating a party for a spur-of-the-moment pickup game, or for that henchman or major NPC. Here are the old-school RPG character generators I know of, let me know if there are any more out there and I’ll add them to the list (updated 2025-06-04).

  • AD&D 1e (Dragonsfoot)
  • AD&D 1e (DMG NPC generator – dwarvenautomata.com)
  • AS&SH (PDF)
  • AS&SH (gizmomathboy.com)
  • Basic (B/X / OSE) D&D (campaignwiki.org)
  • Basic (B/X / OSE) D&D (chacowingnut)
  • Basic (B/X / OSE) D&D (dndcharacter.com)
  • Basic (B/X / OSE) D&D (dizzydragon.net)
  • Basic (B/X / OSE) D&D (osr.smolderingwizard.com)
  • Basic (B/X / OSE) D&D (totalpartykill.ca)
  • Basic Fantasy RPG (github.io)
  • Basic Fantasy RPG (Quick Character Generator document – PDF or ODT)
  • Basic Fantasy RPG (perchance.org)
  • BLUEHOLME Prentice (osr.smolderingwizard.com)
  • Classic Traveller (devilghost.com)
  • Delving Deeper (character.totalpartykill.ca)
  • Holmes Basic D&D (osr.smolderingwizard.com)
  • Holmes Basic D&D (character.totalpartykill.ca)
  • Labyrinth Lord (campaignwiki.org)
  • Labyrinth Lord (truculent.org – PDF output)
  • Labyrinth Lord (osr.smolderingwizard.com)
  • Labyrinth Lord OEC (osr.smolderingwizard.com)
  • Mutant Future (mfchargen.com – may be offline)
  • OD&D – First three books (3 LBBs) only (osr.smolderingwizard.com)
  • OD&D – First three books (3 LBBs) only (character.totalpartykill.ca)
  • Swords & Wizardry Whitebox (osr.smolderingwizard.com)
  • White Box FMAG (osr.smolderingwizard.com)

~

[New Monster] Cave Ripper

01 Sunday Dec 2013

Posted by Doug in New Monsters

≈ 1 Comment

Tags

delving deeper, labyrinth lord, monster, original d&d, swords & wizardry, whitebox

Cave Rippers  are small, twisted humanoids with tough, leathery, pale grey skin. They have long arms and fingers tipped with razor-sharp claws.  5-10 [d6+4] of the creatures will travel in a pack and can be found roaming the underworld in search of weak prey to devour. Their favored means of attack is to swarm a target and repeatedly claw it until it is dead. Up to four of them can swarm a normal-sized human target, two for smaller races like Dwarves or Halflings. A successful roll to-hit against a target means they have latched on that round, doing no damage but gaining +2 to-hit and doing full claw damage in subsequent rounds.  PCs can remove up to two attached Cave Rippers per round, with a successful roll to-hit both creatures are flung away, but only one of them will take damage. Note that this applies even to fighters of 2nd-level or higher – a fighter’s multiple attacks per round apply only to non-attached Cave Rippers.

Cave Ripper*

AC          7 [12]
HD         1
ATK        1d6 claws
SP          Swarm attack
MV          18
HDE/XP 2/30
SAV        17
BHB       +1
AL          Chaotic

* Stat block above is for Swords & Wizardry Whitebox (or OD&D, Delving Deeper, etc.), where HD are d6-based. For other S&W editions, or for Labyrinth Lord, use 1d8 for both HD and claw damage.

~

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