Showing posts with label ADnD. Show all posts
Showing posts with label ADnD. Show all posts

Wednesday, October 16, 2013

Grimmsgate Supplemental Review



This review of Grimmsgate supplements Bryce Lynch's detailed review of the module, as well as Matt Finch's response to that review (Matt is author of Grimmsgate). In particular, this review focuses on some playability/usability details Bryce didn't mention (overlooked?), and focuses in on Grimmsgate's suitability as an introductory module in the rough style of something like B2 The Keep on the Borderlands, which Matt said was the design model for Grimmsgate. But first…

Overall Assessment

Grimmsgate is a good module — a very solid B grade. Not Matt Finch's best (that bar is really high), but good nonetheless. It has a number of Finch-y qualities — odd situations and objects for players to engage with besides just the strategies & tactics of combat avoidance and treasure seeking. There are a lot of recent modules that I simply wouldn't bother running, but I would run Grimmsgate.

However, as an introductory module for players new to roleplaying (or Swords & Wizardry), its grade is lower — probably a C. It has a number of issues that mar its suitability as an introductory module, and some general fit & finish issues that hamper its overall usability. If somebody asked for a recommendation on a good S&W intro module, I would point them elsewhere.

The Village of Grimmsgate

The village itself seems lacking, or underdeveloped as a springboard for adventure. It's fine as a home base; the module tells you what you can buy, how much you'll pay for lodging, and what NPC help might be available. But it's missing built-in adventuring possibilities / temptations.

It's almost unfair to compare Grimmsgate to B2 The Keep on the Borderlands, but since Matt mentioned it as the model, I'll compare it anyway. In B2, the Keep itself is a potential adventure site; there are agents of evil within the Keep, there is literally a secret door leading to another adventure site below the Keep (though I can't find the reference in B2 for that at the moment — I apologize if I'm misremembering), and there are other, more selfish reasons for covertly exploring the Keep: Plenty of loot! ("Did the guard say a jewel merchant lives here!?")

By contrast, although the village of Grimmsgate is initially described in a way that makes it seem like it could be a potential adventure site (its a defensible location with guards that don't seem to initially trust you), the module doesn't build off those features. All the occupants are essentially friendly/allies, there isn't much reason for snooping around, and hell, the module doesn't say how many guards occupy the gatehouse. In hindsight, given that the town is relatively defensible, it might have been interesting for the module to include some built-in way of triggering a raid against the town. (e.g., an bit of loot that the monsters come looking for if/when the PCs bring it back to town.) At least that way the defensible location could be more interesting despite the friendly occupants.

Oddly, there's an inconsistent presentation of stats for the townsfolk. Some of the non-classed townsfolk are given stats, but others aren't. Especially strange is that the guard (who levels his crossbow at the party as they approach the village) is not given stats! This is nothing that would disrupt the flow for a GM of some experience, but it might be troublesome for a new GM, or one who's new to old-school games. More on that later...

The Wilderness

Some of the wilderness areas seem kind of "phoned-in." The ogre/ford has a reasonable amount of usable design meat, but the dragon and the bandits have much less. As an introductory module, I'd expect some kind of rumor or hook that helps neophyte players understand that plundering a dragon's lair can be very lucrative (and very dangerous too). The bandits lack guidelines on purpose and tactics. Bandits have it tough in a world with magic-users; unlike the ogre description (for whom there is guidance on how he likes to tilt the odds in his favor, yet still remain somewhat ogreishly stupid), the bandit section offers no impartial guidance on how they might cannily threaten the party.

Holistically, the wilderness areas are too detached from one-another, as well as from the village and the main dungeon. The dragon, the bandits, the hill of statues — you'd never have an inkling that those things would be around, and be worth investigating. You can't see any of them from the village, and there are no rumors or clues that point toward investigating in those areas. The wilderness needs more trails, a wandering monster chart, additional relevant rumors, or similar. (By contrast, B2 The Keep on the Borderlands includes explicit rumors about two of the main wilderness areas, with enough of a pointer so that an interested party could easily head the right direction to find them.)

Oddly, the early Referee Notes (page 4) contain an allusion to a wilderness wandering monster chart, but no such chart exists.

The Elder Temple (the main dungeon)

This section of the module is pretty good, and the most typically Finch-y. The orbs, the spirit, the repeated visions (with a distinct wandering monster trade-off, as you try to experience more visions), and the different decorations & carvings all give the players interesting stuff to think about, while the odd monsters look pretty tough and could easily cause a number of hasty retreats by the party (a good thing!), and force the players to think both strategically and tactically.

My only peeves about this section have to do with content errors and production glitches that detract from its suitability as an introductory module…

Issues as an Introductory Module

Where Did They Come From? Neither the "Start" text nor the wilderness map makes it clear which way the party is expected to have traveled from. Worse, the only path shown on the village map potentially implies that the party came from the east, but that would lead to a temporal oddity relative to the ogre at the ford along the only road to the east, which the party hasn't encountered yet. There is a rumor implying that the characters didn't come from the ford, but nothing stated explicitly that I could find on a re-skim. This jarring/confusing situation could have been easily avoided. (By contrast, B2 The Keep on the Borderlands does explain where the party is expected to have come from, on page 12 of that module.)

Secret Doors: The secret door workings should have been described, with a brief explanation of how each "door" opens and what the triggering mechanism is. The traps in this section, by contrast, are fully described; what if the traps just said, "the sarcophagus is trapped (1d6 damage)?" That wouldn't be acceptable, so I'm not sure why it's acceptable for secret door designers to just put an "S" symbol on a map wall and call it a day. The S&W rulebook is pretty explicit about the fact that secret door workings ought to be given design consideration; the rulebook says that a successful secret door roll doesn't necessarily reveal how to open such a door. Also, there are two rooms (areas 8 and 10) where the module doesn't explain whether the occupants of the rooms know about the adjacent secret doors; for an introductory module, I'd expect some guidance on that point.

Hard to Map: For a group of beginners interested in trying out old school mapping, the dungeon map is really hard to logistically contend with, both for the DM to describe and the players to interpret. Odd angles, non-standard widths, and a lack of alignment to the grid all make verbal descriptions tricky, which could be a big road block to some groups. There's a reason why B2 The Keep on the Borderlands keeps most areas aligned to the grid.

Inconsistent Presentation of Introductory Info: There's advice for new GMs, but it's scattered around and presented several different ways, and this inconsistency doesn't serve to keep things organized or easily findable. One example is the description for area T-20, where it reminds a new GM too late (!) that he should have already presented some information to the players before they entered the area; the relevant info should have been a separate keyed area on the map, outside area T-20. I'd also expect some mention of monster reactions (initial attitude toward PCs) somewhere in the module, given that reactions are hand-waved in the S&W rulebook. I think the expectation is that they are all aggressive, but it's hard to be sure.

Content Mistakes: There are a handful of these, and these kind of glitches never serve to make a good impression on a new group/GM. The dungeon wandering monster info talks about a "special" entry that purportedly relates to each different section of the dungeon, but there's no "special" actually on the chart, nor is there any mention of it in each section of the dungeon. There a mention of a door in area 23 that isn't on the map. There's a flooded room (area 15) that probably shouldn't be flooded, because it has an obvious drainage path down the adjacent stairs. There's a missing slope connecting the highest part of the dungeon with a lower section, between area 14 and the nexus of areas 40 and 41.

Inconvenient Layout Glitches: There are a number of problems, most of them minor, but one stands out as legitimately troublesome during play. The dragon area description in the wilderness looks all nicely ended on page 8. So when you run the module, you could easily forget to look three pages away for the paragraph that talks about the dragon's treasure. There are a couple other similar, though more minor layout offenses, including a table and a new monster description that each breaks across pages, and orphaned portions of room descriptions that could have been avoided by commissioning art *after* doing the layout. It's hard to say exactly how bad these last few glitches are because I haven't seen the physical printed version yet; having to flip back-and-forth to deal with the table (from area T-13) would get old pretty quickly.

Summary

Overall Grimmsgate is good, but it feels like it was missing a proper/firm producer's hand. The Frog God Games guys needed the guts to push it back to Matt for another revision. They needed to shepherd the layout and illustration a little bit better, to avoid the jarring/inconvenient page breaks. It needed more polish to really be an "A grade" module.

Saturday, October 6, 2012

Encumbrance House Rule: Strength score = item slots

A character can carry a number of items equal to his strength score, and still move at his base movement rate (as defined by armor worn, or lack thereof, as usual). Every five additional items carried (or a fraction thereof), reduces the character's movement rate by 3".

In other words, a PC has a number of encumbrance "slots" equal to their strength score*. Exceeding that number of slots slows the character down. For example, a PC with 13 strength and banded mail armor (base move of 9") can carry up to 13 items and still move 9"; carrying 14 - 18 items reduces his speed to 6", and carrying 19 - 23 items reduces his speed to 3".

* Every exceptional strength category equals one more slot. e.g., a character with 18/76 strength has 21 slots. If you prefer to be more faithful to by-the-book exceptional strength weight capacities, you can arbitrarily assign a higher slot capacity to each category, e.g. 20 / 22 / 25 / 30 / 40.

In general, every carried item takes up one slot, but there are a few exceptions:

  • Normal clothes, backpacks, and pouches take no slots. (Don't bother listing these things unless they're being stored as items to use later.)
  • A weapon & scabbard count together as a 1 slot. Ditto for a quiver & 20 arrows, etc.
  • Small identical items are 3 items per slot. So 3 iron spikes take up 1 slot, as do 3 vials of holy water, 3 daggers, or 3 potions of healing. (The items must be identical. Three different potions would take up three slots.)
  • Every 100 coins / gems take up one slot.

In practice, you just draw a marker at the appropriate rows of the equipment list section of the character sheet, and it's easy to know at a glance how encumbered the character is. For small identical items, list the appropriate number together on the row of the PC's equipment list (e.g., "iron spikes x3"). Ditto for "longsword & scabbard" or "pouch with sling stones x20".

In rare cases, a character needs to carry an extremely large or heavy item, like a massive chest, a rolled-up tapestry, or an incapacitated ally. These take up one slot per 10 pounds of approximate weight. Carrying another character will take up around 15-20 slots, plus the number of slots worth of stuff the carried character had, of course. Typically, this reduces If dragged instead of carried, it's generally one slot per 50-100 pounds.

Bags of holding can be rated in terms of this encumbrance system by dividing their coinage capacity by 75 to determine the number of slots it can hold.

Sunday, September 9, 2012

AD&D: Limitations on changes and house rules


The following is not a criticism of your campaign, your DMing style, or your house rules. Nor does the following attempt to describe my own campaigns. It's just an examination of the language in and around AD&D.

"It is the spirit of the game, not the letter of the rules, which is important. Never hold to the letter written, nor allow some barracks room lawyer to force quotations from the rule book upon you, if it goes against the obvious intent of the game. As you hew the line with respect to conformity to major systems and uniformity of play in general, also be certain the game is mastered by you and not by your players. Within the broad parameters given in the Advanced Dungeons & Dragons volumes, you are creator and final arbiter. By ordering things as they should be, the game as a whole first, your campaign next, and your participants thereafter, you will be playing Advanced Dungeons & Dragons as it was meant to be."
- AD&D Dungeon Masters Guide (pub 1979, August), Afterword, page 230

The above is license to change, but ONLY to a point. Only within the "broad parameters" of the game. Only within "the obvious intent of the game." The "game as a whole" is "first" – the game's needs are to be served before the needs of your campaign. The DM is first responsible for "conformity to major systems and uniformity of play in general."


To better understand the allowances granted – and not granted – by the above, two concepts of "uniformity of play" and "game as a whole" must be further explored:

"[AD&D] must have some degree of uniformity, a familiarity of method and procedure from campaign to campaign within the whole. Advanced D&D is more than a framework around which individual DMs construct their respective milieux, it is above all a set of boundaries for all of the "worlds" devised by referees everywhere."
- AD&D Dungeon Masters Guide (pub 1979, August), Preface, page 7

"There is a need for a certain amount of uniformity from campaign to campaign in D&D. This is not to say that conformity or sameness is desirable. Nobody wishes to have stale campaigns where dungeons, monsters, traps, tricks, and goals are much the same as those encountered in any one of a score of other campaigns. Uniformity means that classes are relatively the same in abilities and approach to solving the problems with which the campaign confronts them. Uniformity means that treasure and experience are near a reasonable mean. Uniformity means that the campaign is neither a give-away show nor a killer – that rewards are just that, and great risk will produce commensurate rewards, that intelligent play will give characters a fighting chance of survival."
- AD&D Players Handbook (pub 1978, June?), Preface, page 6

"No two campaigns will ever be the same, but all will have the common ground necessary to maintaining the whole as a viable entity about which you and your players can communicate with the many thousands of others who also find swords & sorcery role playing gaming as an amusing and enjoyable pastime."
- AD&D Dungeon Masters Guide (pub 1979, August), Preface, pages 7-8

"[D&D's] rules are designed and published so as to assure a balanced and cohesive whole. Each segment has been considered and developed so as to fit with the other parts. Each part, meshing with the others, provides an amusing diversion, a game which is fun to play and set so as to provide maximum enjoyment for as long a period of time as possible. Each separate part must be viewed as something which contributes to the whole. Pulling this or that section from the body and criticizing it is totally invalid unless the workings of that particular segment do not harmonize with the whole, thus causing the entire game to be unenjoyable."
- Gary Gygax, The Dragon #16 (1978, July), page 15. Note: Although this article refers to D&D, it might actually intend refer to AD&D, because the contemporaneously-released Players Handbook also refers to itself in places as just D&D. (e.g. the PHB quote above)