Building on comments on my post yesterday -- In my experience with western martial arts -- which is, admittedly, limited to longsword fighting from the 14th-ish century -- a swordsman doesn't use a shield. Instead, he uses his sword as what (3.5e) D&D would call a "hand-and-a-half" sword: he switches from one hand to the other as necessary, sometimes uses two hands on the grip, and sometimes uses his second hand to "half-sword," putting his hand on the blade (it's not particularly sharp in the middle, and won't cut anyway without the power of a swing behind it) to use the tip as a dagger in close combat.
My understanding of older styles is that shields were mainly used when the sword was a heavier weapon that didn't allow for much finesse, and in large, well-trained units where each individual soldier's use of the shield contributed to the defense of the unit as a whole. Neither of these situations really seems to describe D&D combat particularly well. My vision of it, at least, is a lot closer to the middle ages styles that involve a sword during the period of transition between the heavy blade of the dark ages and the light fencing blade it eventually became in the Renaissance.
Granted, my understanding of medieval fencing is pretty limited, and my understanding of the history of weaponry and western martial arts sketchier still. If someone who has a more thorough understanding of the topic can correct me, feel free to do so. The main reason I think D&D doesn't favor shields remains that split between offensive and defensive strategies, and honestly it's a pretty good one -- more offense means shorter combats, and shorter combats means more time for the parts of the game that I find actually interesting.
Showing posts with label old school. Show all posts
Showing posts with label old school. Show all posts
Friday, June 17, 2011
Wednesday, June 15, 2011
On Shields
There's been a bit of discussion in the ol' blog-o-sphere lately on shields, and how to make them more effective. This is all well and good, and I might be trying a few of the suggestions myself, in addition to the ever-awesome Shields Shall Be Splintered houserule from Trollsmyth. Unfortunately, though, unless I get really weird with it, shields are pretty much always going to be inferior to two-handed or two-weapon fighting in D&D, outside of specific, controlled situations.
The best thing a player can do, survival-wise, is to stay out of fights. The second best thing is to make those fights short. Defensive power doesn't really help with either of those goals, unless it's absolutely overwhelming. Offensive power helps with both. It doesn't matter how good your AC, or how much DR you have, if the monster gets a chance to pull something screwy, so generally you're going to be better off figuring out how to deal as much damage as you can in as short a period as you can. Hence: Two-weapon fighting, two-handed weapons.
The best thing a player can do, survival-wise, is to stay out of fights. The second best thing is to make those fights short. Defensive power doesn't really help with either of those goals, unless it's absolutely overwhelming. Offensive power helps with both. It doesn't matter how good your AC, or how much DR you have, if the monster gets a chance to pull something screwy, so generally you're going to be better off figuring out how to deal as much damage as you can in as short a period as you can. Hence: Two-weapon fighting, two-handed weapons.
Monday, March 21, 2011
Two Offbeat Places to Die Horrible Lightless Deaths
The Underworld. Not the "mythic underworld," but the literal, place-where-dead-folks-go underworld. You might head down there to get information lost to all but the dead, make sure an ancestor's spirit has been properly appeased, or even retrieve someone who ended up there accidentally. (If the lord of the underworld is, like Pluto, also a god of wealth, you might have more traditional reasons as well.) Alternatively, character death might be the beginning of the campaign. You're trying to explore the place's geography and social structure, find old friends, relatives, and ancestors, and figure out where your place in it all is.
The Infinite Library. Mortals can't come up with spells on their own. All the spells that ever have been and ever will be known are buried somewhere in a dark catacomb that follows only the twisted logic of magic. "Researching a new spell" is a matter of piecing together from surface world research what you can of the laws of the place to make your best guess of where the effect you want might be found, and then diving into that deadly maze to retrieve it. (This is, I should note, more a twist on noisms Planescape Borges thought, brought on by Jeff's latest spellbook musings, than a truly new idea. Less scholarly arguments, more deadly monsters and traps guarding the occasional cache of scrolls, but still.)
Thursday, March 17, 2011
Hot Shirtless Men in Cages Welcome You to the OSR
Forget hot elf chicks. I tend to agree with Zak that we already have enough (straight) guys in the OSR as it is. Besides, everyone knows that when it comes to sex, nothing says "old school" like bondage. And nothing says "bondage" like classic Trek!
More pics of Shatner (sadly, not always shirtless and/or in handcuffs) can be found at the ever-excellent Jeff's Gameblog. Be sure to stay for the random tables, including the Triple Secret Random Dungeon Fate Chart of Very Probable Doom and the classic Carousing Mishaps table.
No cages this time, but there is a giant snake! The two best things about old school D&D, both in one picture. If you want more of this kind of classic, pulp and Frank Frazetta-inspired goodness in your gaming, you can't go wrong with old school.
No cages this time, but there is a giant snake! The two best things about old school D&D, both in one picture. If you want more of this kind of classic, pulp and Frank Frazetta-inspired goodness in your gaming, you can't go wrong with old school. For more information about the pulp fantasy roots of D&D, including the parts of the genre it emulates besides giant snakes and slavepits, be sure to check out Grognardia. Though, frankly, if you've got giant snakes and slave pits, what more could you ask for?


Classic old school Erol Otus bondage! Foul enchantresses! Fates worse than death!
Of course, these days the best work being done along these lines can be found in the fine publications of Lamentations of the Flame Princess. Make sure to check out Weird Fantasy Roleplaying, LotFP's house system, if you're looking for a new spin on the old rules. For those of you who are more about painful and gruesome than cages, per se, LotFP also publishes a really excellent collection of nasty adventures compatible with Swords & Wizardry, Labyrinth Lord, and pretty much anything else D&D-derived.

Finally! I promised you cages, so here you are with cages. Containing none other than Graz'zt, the demon prince of sex. Wait, no. That's not right. There's no sex in D&D. Nope. (A 3.x-era Anne Stokes piece, but really, how much more old school can you get that Graz'zt? Lost Caverns of Tsojcanth, people.)
Unless you're Playing D&D with Pornstars, (NSFW) like Zak Sabbath, who here in the OSR basically is the demon prince of sex, as well as the demon prince of art, cool hair, and sweet city maps.
Last but not least, some slavegirls in chains for those of you who'd rather see hot chicks in cages than hot shirtless guys.For more information about using slavegirls (and guys) in your games, your best bet is probably Trollsmyth. It's also the best place for horrifying giant spiders, so if he tries to recruit you for his online Labyrinth Lord game, don't believe a word he says otherwise.
Friday, August 27, 2010
New Campaign!
Starting up a new one tonight. The system is Lamentations of the Flame Princess. The players are all women. One is completely new to roleplaying, another has hung out with roleplayers for a while and played a single session of Exalted, two were in my Traveller game but haven't done any roleplaying outside of that, and the last was in my Traveller game and now also plays in Trollsmyth's group game online.
Should be interesting.
Thursday, August 12, 2010
Unjustified Player Grinching
JB's had an interesting post up recently about how every campaign has a "Robilar." One player who's a lot more into the game, plays more, makes every session, even goes off on solo adventures if the DM is up for it. Apparently this has been a feature of long-running campaigns since the earliest days of gaming, and came up back in his own early gaming as well.
It's certainly been the case in Doom & Tea Parties, though explicitly by design. The game that became the solo game came first, and when we added more players to the campaign we decided to split that off into its own game. The party in the group game picked up a rumor that turned out to be about something that happened in the solo game, but otherwise there hasn't been any contact between them. Which is a good thing, as far as I'm concerned. Does an end run around the messy issues of diva-ism that JB talks about in his post.
Still, the Robilar comparison isn't perfect. One of the things that tends to happen, it seems, in a game that where one character gets a lot more running time than they others, is that character gains a lot more power and wealth just through the extra attention.
But that solo game? The one that's been running for over ninety sessions now? More than twice the number that the group game's had? Guess what level that character is. Just GUESS.
I asked Trollsmyth this question a couple of days ago. He got it wrong!
Thursday, July 22, 2010
Quoted for Truth
Role-playing is a social hobby, and a being able to be identified as a growing thing is the best way to get more people playing. Absolutely nothing gets people willing to try to play games more than the belief that it will be easy to find people to play with.
That sense of mass and momentum is the greatest tool we have to get more people.
If we disconnect, if everyone takes down their blogrolls, stops talking about each other's work, stops caring about the world beyond their table and just plays the game and says fuck everything else, then this doesn't grow, and it dies with us.
I've been on about this long before I had any sort of financial stake in it, and there's a hell of a lot more people than me that benefits from this. Not just publishers, either. Every single person who thinks they'd like to play but suffers from the old gamer curse, "can't find a group" benefits.
-- James Edward Raggi IV
I owe the OSR my current game group. Technically speaking, I owe it to some combination of Jeff Rients (who linked me to Trollsmyth's blog, and piqued my interest in this old school thing originally), James Maliszewski (who got me really interested in old school mechanics and the principles behind sandbox play and dungeon delving, and convinced Trollsmyth that maybe demi-human level limits weren't such a horrible thing after all), Melan (again, the idea that there really was something to dungeons), Daniel Proctor, for publishing Labyrinth Lord, the Knights & Knaves Alehouse and Dragonsfoot (for kicking off the retro-clones with OSRIC) whoever it was who linked Trollsmyth to me, and, frankly, pretty much anyone who wrote something interesting about old school roleplaying between, oh, the summer of 2007 and the winter of 2009. You guys just made this dungeon and Red Box stuff just sound so dang fun.
And it is. And I could not have gotten to it on my own. Without the OSR? Without old school bloggers and linking to each other and the retro-clones? I might be running Pathfinder, giving a curious glance at OD&D every now-and-again but convinced that it was too arcane, too inaccessible, fundamentally in some way not for college punks with more enthusiasm than sense. Or who knows? I might have picked up a copy of Moldvay/Cook in a used bookstore and figured it out on my own. Maybe. But the OSR sure got me here a lot faster.
Take that for what you will.
And here's your Obligatory Argument Content:
Antoine's Ring of Lizard Power
This white jade ring is etched with crude scribbles that, based on appearance alone, might be large lizards or small dinosaurs. Or birds. Can't rule out birds. Anyone who puts the ring will eventually discern that they were probably intended to be lizards: the wearer gains the ability to understand the speech of lizards, but birds remain unintelligible. Furthermore, there is a 50% chance to understand the speech of any given snake or turtle, a 25% chance to understand any given amphibian, and a 25% chance to understand any given dinosaur.
Once per day, the wearer can cast charm monster on any creature whom the ring allows him to communicate with.
The wearer also experiences one of the following effects while wearing the ring. The effect should be chosen at random, but an individual will always experience the same effect when wearing the ring. If the wearer removes the ring, the effect lasts for another 24 hours.
1. Ectothermic -- irresistibly drawn to sunlight and sources of warmth. Becomes lethargic in surroundings significantly cooler than comfortable room temperature.
2. Forked tongue
3. Yellow, slitted eyes
4. A patch of scales on the back of each hand
5. Clawed toes
6. Nothing visible
Saturday, July 17, 2010
2010 ENnies
I just wanted to take a moment to echo LotFP and RPG Blog II in encouraging everyone to vote in the ENnies, especially since a number of old school outfits are up for Best Publisher. Lamentations of the Flame Princess is my top choice there, for the inside look we've been getting on the creation his amazing boxed set, but Goblinoid Games, Mythmere Games, Bat in the Attic Games, and Pied Piper Publishing all absolutely deserve a shout-out.
And LotFP's The Grinding Gear is up against Paizo, Fantasy Flight, Green Ronin and Pelgrane Press in the Best Adventure Category. Worth a shot, though, eh?
And LotFP's The Grinding Gear is up against Paizo, Fantasy Flight, Green Ronin and Pelgrane Press in the Best Adventure Category. Worth a shot, though, eh?
Monday, June 21, 2010
The Next Game
So it's coming up on a year since I last ran a campaign, even a short one. And I'm pretty happy with that, honestly. Playing 2-3 times a week continues to be pretty rad. Being a player is just fun, and it's given me a lot to think about in terms of how I'm going to run the next game. I'm also enjoying the opportunity to get some time to really think about what I'm going to run next, and for whom.
I still really, really want to run my own chat game. The format really clicks with me, as a player, and I'm not going to master it until I run my own game. I've got the player base. And I've got some ideas and inclinations that wouldn't really work except in chat. I know that if I were to run a tabletop game, I'd spend at least some of my time thinking, "Man, if this were chat, then we could..."
And yet, I've got this gentle, persistent nudging that my next game should not be the intimate, 1-3 player online chat that I'm really digging right now, but open, anyone-who-shows-up tabletop. Some kind of crazed LL/S&W/LotfP WFRPG/"you want to play a centaur? sure!" megadungeon sandboxy thing, just to get that all out of my system. The game itself wouldn't be quite as good, not quite what I'm grooving on at the moment, but the game isn't everything.
In short: My social life revolves around gaming. A lot of this is just because people I have other things in common with tend to be gaming-curious; partly it's because I make a conscious effort to be "out" about my gaming, and to bring my non-gaming friends into the fold. The overall effect is that, since seventh grade, about 90% of the people I voluntarily interact with on a regular basis (as opposed to classmates and such) have been people who I'm actively gaming with, or people who I'd gamed with in the past but for various reasons wasn't at the moment. Which means that, at the moment, a great deal of my social life is online.
I should probably be more worried about that than I am, but I'm actually pretty happy with that right now. Skype is an awesome thing, I'm weird enough that "mostly online" means "fits my strange niche interests," and a lot of it is that I'm using the 'net to keep in touch with the people I hang out with at college, now that we're scattered across the state.
However, what mostly gaming online does mean is that I don't have a whole lot of influence on my local social scene, and that's going to be even more true once I get back to college. I'd like for there to be a little more communication between the different groups of gamers I'm in touch with at school. I'd like for there to be a reliable group of people around for me to hang out with, who understand how to socialize without getting as drunk as they possibly can, as quickly as they can. I worry about some of my friends who, when I'm busy with my online gaming, often end up hanging out with people who drink more than said friends are really comfortable with. Running a game isn't necessarily going to have the effect that I want, and it's obviously not the only way to create that kind of environment, but it's a tool that I'm comfortable with, and fairly good at using.
So there's that. Plus, like I mentioned before, the kind of "anyone can show up!" old school exploration game I've been curious about running for a while is going to be a lot easier to wrangle while I'm still at college, and have a handful of people bugging me about running some variety of old school D&D already, than it will be once I graduate and have to start over cold in a social environment. I'm not quite convinced that's the kind of game I want to run, but it's enough that I've started (once again) scribbling down notes and maps for something of the kind.
Wednesday, March 31, 2010
ITGW 2010
So on Saturday night I ran my ITGW event for boytoy, a couple players from the Traveller game, and a "D&D-curious" friend who'd been making noise about playing sometime for a while, and one of the Traveller players friends who had apparently played a bit of 3.5 and a bit of 4e before. ("I prefer 4e to 3.5," she says. "Which I know makes me unusual." Talking to people who aren't hooked into the online scene can be very odd.) I thought it went pretty well, for a wacked out little dungeoncrawl that ended with the entire party being eaten by trolls. Everyone had fun, died glorious deaths, etc.
More people showed up than I was expecting, too--five total, and that was minus the people who said they really wanted to show up but had either a LARP or something else going on that night. The ones who couldn't show want me to run something similar another time, and some of the ones who did were talking at the end of the night about doing this as a regular campaign. Which I really, really don't have time for now, on account of the two other weekly games I'm currently playing and the third I'm planning to run myself, but I am intrigued by the idea--as is boytoy, who's considering running a similar kind of game himself. Only with "no rules." Not sure how that's going to work out, but we'll see.
This enthusiasm persisted despite the fact that the TPK the game ended with mainly killed second characters--three people had already lost their first and rolled up new ones at the table. (We introduced the new ones with Ye Olde "you run across goblins sacrificing other adventurers!") But the worlds "Bonesaw has fallen in glorious battle!" go a long way towards keeping the table energy up even Bonesaw's face has just been gnawed off by an angry troll or whatever, and everyone was pretty much treating it as a goof-off kind of thing anyway. At some point I'd love to run a more "serious" dungeoncrawl, but considering that it was a one-shot and a gang of new folks, goofy, high-energy, and high-casualty seemed like the way to go.
Tip: Players are perfectly happy for their characters to die if they die in ridiculous ways. (And they know going into it what to expect.)
Because they weren't taking it seriously, though, they did a lot of dumb things, even once it was clear that they were dumb things to do. I'm hoping that they'd tighten up a bit in a more serious game; I'd hate to think that they were doing this stuff because they thought that was how old school D&D was "supposed to be played." But with any luck, they've learned that:
I was pretty pleased with what I came up with to run the dungeon itself. I never did sit down to make notes for the dang thing; I had a map, my copies of Fight On! a few minutes while the players were making characters to scribble down a few ideas. So I made a deck of cards with different room descriptions on them, some from my old megadungeon, some from Fight On! and some made up on the spot or based on player speculations. When they got to a new room, I'd roll a few dice to decide whether to draw a card, roll a wandering monster, or leave it blank, and note down the details on the map.
More people showed up than I was expecting, too--five total, and that was minus the people who said they really wanted to show up but had either a LARP or something else going on that night. The ones who couldn't show want me to run something similar another time, and some of the ones who did were talking at the end of the night about doing this as a regular campaign. Which I really, really don't have time for now, on account of the two other weekly games I'm currently playing and the third I'm planning to run myself, but I am intrigued by the idea--as is boytoy, who's considering running a similar kind of game himself. Only with "no rules." Not sure how that's going to work out, but we'll see.
This enthusiasm persisted despite the fact that the TPK the game ended with mainly killed second characters--three people had already lost their first and rolled up new ones at the table. (We introduced the new ones with Ye Olde "you run across goblins sacrificing other adventurers!") But the worlds "Bonesaw has fallen in glorious battle!" go a long way towards keeping the table energy up even Bonesaw's face has just been gnawed off by an angry troll or whatever, and everyone was pretty much treating it as a goof-off kind of thing anyway. At some point I'd love to run a more "serious" dungeoncrawl, but considering that it was a one-shot and a gang of new folks, goofy, high-energy, and high-casualty seemed like the way to go.
Tip: Players are perfectly happy for their characters to die if they die in ridiculous ways. (And they know going into it what to expect.)
Because they weren't taking it seriously, though, they did a lot of dumb things, even once it was clear that they were dumb things to do. I'm hoping that they'd tighten up a bit in a more serious game; I'd hate to think that they were doing this stuff because they thought that was how old school D&D was "supposed to be played." But with any luck, they've learned that:
- Sleeping in the dungeon is a terrible idea. And worse the second time.
- Monsters that are immune to sleep are scary.
- If the rats aren't attacking you, don't pester them.
- Making as much noise as you possibly can while opening doors attracts monsters.
- Running means you can't map. Deciding specifically to push on in a different direction from the one that you think leads back to the surface means you will get horribly lost.
- Having a spell saved is no good if you're dead.
I was pretty pleased with what I came up with to run the dungeon itself. I never did sit down to make notes for the dang thing; I had a map, my copies of Fight On! a few minutes while the players were making characters to scribble down a few ideas. So I made a deck of cards with different room descriptions on them, some from my old megadungeon, some from Fight On! and some made up on the spot or based on player speculations. When they got to a new room, I'd roll a few dice to decide whether to draw a card, roll a wandering monster, or leave it blank, and note down the details on the map.
This worked really well for the freewheeling kind of game we were playing, and would have only been a bit harder if they'd been doing basic things like listening at doors. Truly thorough investigations would have required a more involved note-taking scheme, but since this group was more interested in making as much noise as possible than careful searching and scouting, I was able to get away with a few scribbled notes.
Overall, I'm pretty happy with how this game went. It's got me thinking again about running some kind of regular, serious dungeoncrawl, but there's no way I'm going to have time for that kind of thing any time soon.
Wednesday, March 24, 2010
D&D Should Be Dangerous
The other day, TARGA asked for feedback on the recent OSR kerfuffle. My response to that is a bit sideways to the actual issues they raise, because it's hit on something that I've been thinking about lately, since Grognardia posted the TSR Code of Ethics, and Trollsmyth pointed out why the whole endeavor was ridiculous. In short: I don't want D&D to be Disneyland.
Disneyland is "family friendly." Kids love it. Their parents at least tolerate it, and a lot of them even enjoy it; the point is something that the whole family can enjoy together. It's fun, it's exciting, it's safe.
Teenagers hate it.
Dungeons & Dragons, on the other hand, has always been that weird, slightly dangerous game that your older brother played. In reality, it isn't actually any more dangerous than Disneyworld--a good deal less so, I'd say, when you start looking at what it teaches kids and the kinds of skills and attitudes it encourages--but man, do parents ever love to flip out about it. Even if yours didn't (Mine loved it; even with no more than a vague idea of how it all worked, they could see that it involved math, imagination, and social interaction, so they were all for their shut-in daughter getting involved with the hobby.) there was always that possibility that some do-gooder adult would try to make a fuss over it, which would have been the absolute height of teenage glory.
Even more important than that, I think that Grognardia is right when it suggests that D&D has always done best when it's been branded as an "adult" game, even if the true audience is somewhat younger than that which the box describes. That was certainly the impression I had of the hobby before and as I entered it. All the other D&D players I ran into around that period were adults, friends of my parents or parents of my friends, people who played D&D now or had back in college.
Which isn't to say that everything the OSR publishes should be Carcosa. Whether it's described as "for adults" or not, the vast majority of the material that any fantasy adventure game produces will, and should be, perfectly fine for kids--the weird, smart ones who'd be interested in such things, anyhow. But having Carcosa, a succubus illustration or two in the Monster Manual, and even the occasional porn star as a part of the scene can't, I think, hurt, in giving D&D that bit of an edge that it needs to be really successful as that adolescent entertainment that it's always been.
Maybe, in the long term, D&D is destined to be Disneyland. I've certainly heard tell myself of more than a few guys playing D&D with their kids. But personally, I can't see that as a long term central focus of the hobby. Thirteen years old is just too good an entry point, for a whole host of reasons. And thirteen year olds, by and large, aren't too interested in Disneyworld, in playing games with their parents, in safe. Their parents don't want them involved in anything that's actually dangerous, naturally, but that's the real genius of D&D. You're hanging around in your parents basement, eating chips, and learning a bit about reading, acting, and statistics, but overhear a few stories about The Book of Vile Darkness in your FLGS and you imagine that you're doing something edgy.
Wednesday, March 10, 2010
Fiend Folio: Aarakocra
I was recently reminded that I had completely forgotten to mention an item of crucial importance: I've got a copy of the AD&D Fiend Folio. (Someone very nice--but still evil!--figured out that I like collecting the old AD&D hardbacks. Thank you. ;) ) Which, incidentally, is currently the sole 20th century monster compendium I own. Which, as we all know, is pretty much a recipe for gaming awesomeness.
Flipping through the book, I noticed that some of them I've never seen before (the al-mi'raj? What the heck?!), others I'm familiar with through the 3e Monster Manual (the grimlock is there as classic cannon-fodder for illithids), or one-off 3e supplements (the aleax happily resides in the Book of Exalted Deeds), a few have come up in Trollsmyths game (the aarakocra), and there are a few I know because, well, how can you not have heard about the flumph?
Actually, I take it back about the aarakocra. The first time I ran into them was in a book I read in-game during my brief experience with Neverwinter Nights, which I assume mean they featured in a similar way in the Forgotten Realms: one of the mysterious lost elder races that have since ceded domination of the world to humans and dwarves and so on. This is basically how they've come up in Trollsmyth's game, too; the sorcerer the PCs in the group game hired gave us a short lecture about how they used to fight the evil elder menace that built the dungeon we were exploring, but they haven't been a major force, or even seen much at all, in ages.
And there's nothing about this in the aarakocra write up in the Fiend Folio. It's pretty easy to read it into the mountain dwelling tribes that get up to some spiffy weaving and will occasionally give you information that are in the write up, but it doesn't specifically mention anything about the grand past that I've always seen them associated with in later presentations.
What is in here is an adventure. Well, okay. Not a full adventure. You'd still have to have a reason to go into the mountains and get where you could mess with them. But there enough neat cultural details that, if I was putting together some crazy game happenings in the mountains somewhere, I'd throw in a few tribes of bird-men just to give the players something to play with.
Things to do with aarakocra:
- Put a few territorial banners and pendants up somewhere the PCs are heading for a different reason, and watch them puzzle out what they mean. If and when they mess with them, they get attacked by angry bird-creatures.
- Have a villain bribe a tribe with shiny objects to guard a place or raid villages. Make sure to throw in a few giant eagle and wind elemental allies for good measure.
- Next time the PCs are looking around town for rumors, throw in one about terrifying bird-creatures stealing livestock from the surrounding farms. If the PCs want to make it a big deal, let them.
- The PCs need to find something up in the mountains. The best option might be to hire an aarakocra scout.
- Some crazy noble gets really into aarakocra weaving. They might just have it up on their walls when the PCs go to visit them (if your players are the kinds of people who ask questions about the scenery, and enjoy a good story to go with it) or they might be specifically interested in hiring the party to collect some good examples.
- Some crazy noble got really into aarakocra weaving a while back, and wiped out an entire tribe to get the territorial pendant markers. Now either the other tribes nearby figure out what happened, or the PCs stumble across it in the course of another adventure. Hilarity ensues.
Friday, March 05, 2010
A Discussion of Probability
I was flipping through my copy of the 1e DMG today and realized that it's the only place I've ever seen a discussion of probability in a game book. (This may be because I haven't been reading the right RPGs.) This is how Gygax decided to open his Dungeon Master's Guide, and it makes a lot of sense: a thorough discussion of the tools of the trade. But as with a lot of what I've noticed about the DMG, there's a very specific attitude embedded here, and one that's really different from the one I associate with the later editions of the game that I got into the hobby with.
What I find interesting here is that Gygax assumes that you're going to be building your own random tables, or using the dice to adjudicate results on-the-fly. You've got to know how your dice work, so you can get them to give you the randomization or oracular input you need. Instead of a series of universal mechanics that, in theory, cover everything, you get some basic principles that help you make the decisions you need to make as they come up.
What opening the DMG with a discussion on probability says to me is: Sooner or later, you're going to need the dice to help you resolve something that the rules don't cover, or to give you some ideas to handle some wacky thing that your players just did. Which is just about exactly what I want the beginning of a guide to running a game to say.
What I find interesting here is that Gygax assumes that you're going to be building your own random tables, or using the dice to adjudicate results on-the-fly. You've got to know how your dice work, so you can get them to give you the randomization or oracular input you need. Instead of a series of universal mechanics that, in theory, cover everything, you get some basic principles that help you make the decisions you need to make as they come up.
What opening the DMG with a discussion on probability says to me is: Sooner or later, you're going to need the dice to help you resolve something that the rules don't cover, or to give you some ideas to handle some wacky thing that your players just did. Which is just about exactly what I want the beginning of a guide to running a game to say.
Sunday, February 14, 2010
Snowflake the Techno-Plant (This is Boytoy's Valentine's Day Present)
Snowflake the Techno-Plant
Strength: 10
Dexterity: 11
Constitution: 13
Intelligence: 18
Willpower: 14
Charisma: 16
HP: 58
Dermal Poison Slime (7d6 damage, save half)
Epidermal Susceptibility (Fire)
Albinism
Negative Empathy
Quick Mind
Tripping Tendrils
Abnormal Size (1/20th normal)
The upshot: it's about 4" tall, is about as good as it's possible to be at figuring out new technology, and a significant minority of the people it meets immediately try to kill it for no reason.
Poor Snowflake.
In other news, I adore random character generation.
Friday, February 05, 2010
Doom & Tea Parties: Death!
Remember a couple months ago when I was all "oh, man, Trollsmyth's game is really scary even though no one's died yet?"
Yeah.
Wednesday's session of the group game saw five rolls on the ever-hilarious Table of Death and Dismemberment. Which works out to one arm broken, one arm ripped off entirely, and one instant death. Luckily, the arm that got ripped off and the arm that was broken were the same arm, and belonged to the PC who no one likes anyway, and it was a hireling who got her head eaten by slaadi. But still, we're talking about a very brutal session here.
Something like this was going to happen sooner or later, and it could have been a lot worse. The fight in question ended up involving two slaadi, an ancient sshian vampire, and a werewolf, and it easily could have turned into a TPK if we'd rolled badly. Or worse. As it is, we lost a fighter, the rest of the party is pretty torn up, and the sun's going down with the vampire and the slaadi still on the loose. But if I've learned one thing from Trollsmyth's game, it's that things can always get worse.
The table, despite its name, does a lot to increase the survivability of the characters while still allowing for a lot of tension during combat, but you do only get that tension of the table bites you every once in a while. I know this session has me very glad that the group in the solo game is as safe as it is, for now. I'd liked the character who died last night, but I hadn't known her as well as I do a lot of the ones in the solo game.
Partly because of that, I'm fairly happy with how things went last night. Yes, we had our characters utterly dragged through the mud, but that's where good roleplaying comes from. (And by "good" I don't mean "well done" or "high quality" or anything else like that. I just mean, well, good. Entertaining and satisfying. The kind of thing you want a one-syllable Germanic word for.) Figuring out how my character's going to deal with her decisions getting people killed, how she's going to react to discovering that the other PC, who she's never liked that much to begin with, is a werewolf, and just plain dealing with the nightmare that is going to be the next few days in-game is all going to be fun. (Not to mention that the party wizard had been dating said now-armless werewolf. "Hey, don't lick that!") Not so much for the characters, but it will be for me.
But it's still the first death of the game. And if I'm remembering correctly, it's the first death in any continuing campaign I've played in. (Not counting the one where rocks fell and everyone died at the end.) I've lost a character or two in one-shots, and I've killed a handful of PCs while DMing myself, but I haven't played in many long campaigns, and those I have played in have tended to be things like Star Wars, high level 3e D&D, and similarly death-proof milieus.
So that's going to be interesting. Wondering "What's the right way to deal with the death of an imaginary person?" is interesting, if a bit odd. Between that and getting the refresher on just how dangerous low level D&D can be, I'm looking forward even more than usual to the next session of that game.
Yeah.
Wednesday's session of the group game saw five rolls on the ever-hilarious Table of Death and Dismemberment. Which works out to one arm broken, one arm ripped off entirely, and one instant death. Luckily, the arm that got ripped off and the arm that was broken were the same arm, and belonged to the PC who no one likes anyway, and it was a hireling who got her head eaten by slaadi. But still, we're talking about a very brutal session here.
Something like this was going to happen sooner or later, and it could have been a lot worse. The fight in question ended up involving two slaadi, an ancient sshian vampire, and a werewolf, and it easily could have turned into a TPK if we'd rolled badly. Or worse. As it is, we lost a fighter, the rest of the party is pretty torn up, and the sun's going down with the vampire and the slaadi still on the loose. But if I've learned one thing from Trollsmyth's game, it's that things can always get worse.
The table, despite its name, does a lot to increase the survivability of the characters while still allowing for a lot of tension during combat, but you do only get that tension of the table bites you every once in a while. I know this session has me very glad that the group in the solo game is as safe as it is, for now. I'd liked the character who died last night, but I hadn't known her as well as I do a lot of the ones in the solo game.
Partly because of that, I'm fairly happy with how things went last night. Yes, we had our characters utterly dragged through the mud, but that's where good roleplaying comes from. (And by "good" I don't mean "well done" or "high quality" or anything else like that. I just mean, well, good. Entertaining and satisfying. The kind of thing you want a one-syllable Germanic word for.) Figuring out how my character's going to deal with her decisions getting people killed, how she's going to react to discovering that the other PC, who she's never liked that much to begin with, is a werewolf, and just plain dealing with the nightmare that is going to be the next few days in-game is all going to be fun. (Not to mention that the party wizard had been dating said now-armless werewolf. "Hey, don't lick that!") Not so much for the characters, but it will be for me.
But it's still the first death of the game. And if I'm remembering correctly, it's the first death in any continuing campaign I've played in. (Not counting the one where rocks fell and everyone died at the end.) I've lost a character or two in one-shots, and I've killed a handful of PCs while DMing myself, but I haven't played in many long campaigns, and those I have played in have tended to be things like Star Wars, high level 3e D&D, and similarly death-proof milieus.
So that's going to be interesting. Wondering "What's the right way to deal with the death of an imaginary person?" is interesting, if a bit odd. Between that and getting the refresher on just how dangerous low level D&D can be, I'm looking forward even more than usual to the next session of that game.
Sunday, January 31, 2010
Doom & Tea Parties: Small, Focused Games
I think Trollsmyth has mentioned that the solo game didn't start out that way. Originally we had four players, then lost two, then the third, added another who only lasted one session, and so on, until the group finally settled down into me, and some NPCs who I pretty much treated as members of the party. Whether it was just schedule problems, or a side-effect of chat gaming, or Trollsmyth's peculiar campaign style I couldn't say, but lately the group game has been having similar trouble. We're down to just me and the boytoy, from a group of four players, and while there was an extended attempt to add a third player it doesn't look like the schedule is going to work out for a while.
Which, honestly, may be okay. I liked the other characters when they were around, and that potential third player would have been a lot of fun, but having just few players has some advantages. He and I have built a rapport, our characters don't get along in all kinds of fun ways, and it means the NPCs in the party get a lot more screen time. Since they interest me (and boytoy has amused himself by finding various ways to make their lives miserable) that's been working out well.
As a general rule, I'm coming to prefer solo and small-group gaming. One, two, and three people means the game can be more character driven, more interaction-focused, and more responsive to the specific things that I like, with fewer player agendas to juggle.
Which is a bit different than the freewheeling, "whoever shows up can play," megadungeon and wilderness crawl kind of play that I think of as quintessentially "old school." I suspect that those kinds of sprawling campaigns played a significant role in creating and anchoring communities of gamers, and I would like to run or play in such a campaign at some point, but mostly for the novelty of it, and to better understand how such things function. My real interest lies in smaller, more focused games.
Which, honestly, may be okay. I liked the other characters when they were around, and that potential third player would have been a lot of fun, but having just few players has some advantages. He and I have built a rapport, our characters don't get along in all kinds of fun ways, and it means the NPCs in the party get a lot more screen time. Since they interest me (and boytoy has amused himself by finding various ways to make their lives miserable) that's been working out well.
As a general rule, I'm coming to prefer solo and small-group gaming. One, two, and three people means the game can be more character driven, more interaction-focused, and more responsive to the specific things that I like, with fewer player agendas to juggle.
Which is a bit different than the freewheeling, "whoever shows up can play," megadungeon and wilderness crawl kind of play that I think of as quintessentially "old school." I suspect that those kinds of sprawling campaigns played a significant role in creating and anchoring communities of gamers, and I would like to run or play in such a campaign at some point, but mostly for the novelty of it, and to better understand how such things function. My real interest lies in smaller, more focused games.
Friday, January 29, 2010
Graph Paper and Vinyl, or, "You Old People Just Don't Get It, Do You?"
I am what might be described as a "whippersnapper." Started blogging when I was still in my teens, still much younger than the average RPG blogger out there, and probably younger than the average RPG player, period. I gamed all through my teenage years, and still game with high schoolers occasionally, so I like to think I know a thing or two about "kids these days," at least in the gaming world. And every so often I'll read something somewhere out in blog-land that just utterly clashes with that understanding, to the point where I wonder if I managed to find the only high school, college, and youth group in the country that wasn't each populated by drugged-up cyborg freak-children.
Take this gem I saw over on The Core Mechanic:
Yikes. Where do I start?
First, I want to make clear that while I'm picking on Jonathan a little bit here, I can understand why he has the view of "them young folks" that he does, and in its broad strokes its even pretty accurate. There's a kind of teenager who will be much more interested in D&D Encounters than a traditional kind of RPG experience, for a lot of the reasons mentioned in the text I've quoted above. And most of what I have to say about "kids these days" is based on my own fairly narrow experience. So take everything I'm about to say with that grain of salt.
(And jazzy title notwithstanding, if you're reading this, you're not "old." And honestly, I think the youth obsession our culture has currently is a big source of what's wrong with it. But it does make for a snappy title.)
Nevertheless, that quote represents a fundamental, and fairly common, misunderstanding of modern teenagers in general, and modern teenage gamers in particular.
Consider, for a moment, the music industry. The last ten years have been all about mp3s, iPods, downloading tracks from the internet. The album is dead. The music industry is flailing around trying to get people to start people to pay for songs without a physical object attach to them. Music has entered the digital age. That's how young people have always known music. And do you know what's gotten popular lately?
Vinyl.
Seriously. Check your local music store. It's not just a baby boomer nostalgia thing, either. Nine Inch Nails put out its latest record on vinyl. It's a huge part of the indie music scene. And while things like Abbey Road and Dark Side of the Moon top the vinyl charts, that's largely because young people are buying them. They listen to classic music, and some of them want it in the original format. I'm not discussing this in a theoretical way: my boyfriend has a record player hooked up to his media set-up, and the serious music geeks I know love it. They think the sound quality is better. They like the way that vinyl feels.
Most teenagers aren't ever going to pick up a vinyl record. They're going to keep listening to their iTunes library or discovering new music on Pandora. And even the people who love vinyl don't listen to it exclusively. Digital music is too convenient. But there are a number of young people, a significant number of young people, who want to have a place in their lives for an older, slower, more aesthetically focused, aggressively analog kind of music. They like vinyl for the very physical presence that makes it so un-digital.
Young tabletop gamers feel the same way about the games we play. The guys I know who play Magic: the Gathering, Warhammer 40K, and D&D 4e? They like buying miniatures and handling cards and seeing all the stuff of those games laid out on the table. It's a physical, tactile, social experience. They like it for the very things that make it different from the digital graphics, constant stimulation, and online anonymity of the computer gaming that they'd otherwise be spending their free time on, the features that characterize so much of the rest of their lives. It's old school. It's retro.
It's for that reason, as well as my own experiences introducing people my age to Swords & Wizardry and the old school megadungeon crawl, that I suspect, for at least a certain variety of teenager, "old school gaming" actually has a stronger appeal than the slick, glitzy, D&D Digital Initiative direction of gaming that a lot of folks seem to think the hobby is headed in. I know I don't want a tabletop game that requires an iPhone to play. If I want digital, I'll play a video game. I, and a lot of folks like me, play D&D because it's a simpler kind of game.
I've talked about my attempts to get my boyfriend involved with gaming here before; it took a long time to get him to start playing Dungeons & Dragons, and even after he'd tried it, there was a long time when he was willing to play but didn't think it was "his thing." A video game, he said, had better graphics than his imagination. Then he started making his own dungeons, and discovered the joys of drawing little worlds on graph paper. He's working on a scenario now that he's going to run online, through a chat program, but all of his notes are on paper.
Look at the kind of roleplaying that young people (particularly young women, who for various reasons aren't all that interested in the standard "bits of plastic and math" tabletop gaming that currently dominates on the strength of its appeal to those young guys I talked about a moment ago) already do, all the time: online freeform play. Yes, this is an "online," digital thing, but pay close attention to what freeform gaming is not: like a video game in any way. It's text, maybe some illustrations, based on collaboration and social negotiation and writing. Doing it in forums and chat rooms lets it happen at a reasonable speed, but otherwise it's about as analog as you can get these days.
And while I'm getting a little more personal here, maybe excessively so to be useful, I think there's a lot to be said for the appeal to young people of the rules light, exploration-focused, long-running, and sometimes deeply involved gaming that characterizes the neo-classical games I'm in now and that I see happening all over the place in OSR blogging. I know I wouldn't have gotten involved in D&D if all it was to me was an encounter a week at a local gaming shop. What interests me about gaming is the campaign, the world, the characters. Having this thing in my life that I go back to every week, and watching it evolve a little bit at a time. Because so much of my life is brief and fast and digital, there are times when I prize the slow, the involved, the difficult to reduce to a simple, forgettable formula.
But all that proves is that people like me exist. I'm willing to entertain the idea that I'm deeply weird in that preference, even perhaps when included amongst the older generation. Still. I look around at the folks I game with, mostly college-age or a little younger, and I see folks who are entranced by the things that make D&D "D&D" and not Baldur's Gate or Dragon Age. Many of them don't even play video games; these days I'm mostly in that category myself. I have better things to do with my time. Roleplaying is one of them.
Now, not all young people are like that, but D&D is never going to be a mainstream thing. The average kid is going to keep on playing World of Warcraft and Halo, no matter how hard we try to make tabletop games friendly to "the masses of tweeting, texting, facebooking teens who barely have time to sit still to eat breakfast."
But those of us who do continue to embrace roleplaying are doing because of its analog refusal to conform to the digital moment. Those teenagers and college students want something that's different from video gaming and the online, digital world. Just like there still are, and will always be, kids who read novels, play outside, and listen to vinyl, there are still kids who are going to be turned inside out and upside down by dice, graph paper, and good old fashioned D&D.
Take this gem I saw over on The Core Mechanic:
It Appeals to the Younger Generation. Grognards need not apply. If the D&D brand is going to survive they need to figure out a way to appeal to the masses of tweeting, texting, facebooking teens who barely have time to sit still to eat breakfast let alone play a 4 hour game of D&D on a regular basis. If WotC fails to do this - the D&D game won't make it in 10 years, or it will be marketed to people at retirement homes (that would be awesome!). The D&D Encounters organized play format has all kinds of features that are aimed at appealing to younger teens and college age "young adults" (read:young whipper snappers!). Tangible trinkets, prizes, and rewards with in-game benefits for playing in D&D Encounters are all signs that WotC is trying to lure new players to the game table. Plus, you have the D&D team pushing D&D WizBook, Facebook connections, and actively Twittering - these just reinforce WotC's connection with a new, gadgeteering younger generation of gamers.
Yikes. Where do I start?
First, I want to make clear that while I'm picking on Jonathan a little bit here, I can understand why he has the view of "them young folks" that he does, and in its broad strokes its even pretty accurate. There's a kind of teenager who will be much more interested in D&D Encounters than a traditional kind of RPG experience, for a lot of the reasons mentioned in the text I've quoted above. And most of what I have to say about "kids these days" is based on my own fairly narrow experience. So take everything I'm about to say with that grain of salt.
(And jazzy title notwithstanding, if you're reading this, you're not "old." And honestly, I think the youth obsession our culture has currently is a big source of what's wrong with it. But it does make for a snappy title.)
Nevertheless, that quote represents a fundamental, and fairly common, misunderstanding of modern teenagers in general, and modern teenage gamers in particular.
Consider, for a moment, the music industry. The last ten years have been all about mp3s, iPods, downloading tracks from the internet. The album is dead. The music industry is flailing around trying to get people to start people to pay for songs without a physical object attach to them. Music has entered the digital age. That's how young people have always known music. And do you know what's gotten popular lately?
Vinyl.
Seriously. Check your local music store. It's not just a baby boomer nostalgia thing, either. Nine Inch Nails put out its latest record on vinyl. It's a huge part of the indie music scene. And while things like Abbey Road and Dark Side of the Moon top the vinyl charts, that's largely because young people are buying them. They listen to classic music, and some of them want it in the original format. I'm not discussing this in a theoretical way: my boyfriend has a record player hooked up to his media set-up, and the serious music geeks I know love it. They think the sound quality is better. They like the way that vinyl feels.
Most teenagers aren't ever going to pick up a vinyl record. They're going to keep listening to their iTunes library or discovering new music on Pandora. And even the people who love vinyl don't listen to it exclusively. Digital music is too convenient. But there are a number of young people, a significant number of young people, who want to have a place in their lives for an older, slower, more aesthetically focused, aggressively analog kind of music. They like vinyl for the very physical presence that makes it so un-digital.
Young tabletop gamers feel the same way about the games we play. The guys I know who play Magic: the Gathering, Warhammer 40K, and D&D 4e? They like buying miniatures and handling cards and seeing all the stuff of those games laid out on the table. It's a physical, tactile, social experience. They like it for the very things that make it different from the digital graphics, constant stimulation, and online anonymity of the computer gaming that they'd otherwise be spending their free time on, the features that characterize so much of the rest of their lives. It's old school. It's retro.
It's for that reason, as well as my own experiences introducing people my age to Swords & Wizardry and the old school megadungeon crawl, that I suspect, for at least a certain variety of teenager, "old school gaming" actually has a stronger appeal than the slick, glitzy, D&D Digital Initiative direction of gaming that a lot of folks seem to think the hobby is headed in. I know I don't want a tabletop game that requires an iPhone to play. If I want digital, I'll play a video game. I, and a lot of folks like me, play D&D because it's a simpler kind of game.
I've talked about my attempts to get my boyfriend involved with gaming here before; it took a long time to get him to start playing Dungeons & Dragons, and even after he'd tried it, there was a long time when he was willing to play but didn't think it was "his thing." A video game, he said, had better graphics than his imagination. Then he started making his own dungeons, and discovered the joys of drawing little worlds on graph paper. He's working on a scenario now that he's going to run online, through a chat program, but all of his notes are on paper.
Look at the kind of roleplaying that young people (particularly young women, who for various reasons aren't all that interested in the standard "bits of plastic and math" tabletop gaming that currently dominates on the strength of its appeal to those young guys I talked about a moment ago) already do, all the time: online freeform play. Yes, this is an "online," digital thing, but pay close attention to what freeform gaming is not: like a video game in any way. It's text, maybe some illustrations, based on collaboration and social negotiation and writing. Doing it in forums and chat rooms lets it happen at a reasonable speed, but otherwise it's about as analog as you can get these days.
And while I'm getting a little more personal here, maybe excessively so to be useful, I think there's a lot to be said for the appeal to young people of the rules light, exploration-focused, long-running, and sometimes deeply involved gaming that characterizes the neo-classical games I'm in now and that I see happening all over the place in OSR blogging. I know I wouldn't have gotten involved in D&D if all it was to me was an encounter a week at a local gaming shop. What interests me about gaming is the campaign, the world, the characters. Having this thing in my life that I go back to every week, and watching it evolve a little bit at a time. Because so much of my life is brief and fast and digital, there are times when I prize the slow, the involved, the difficult to reduce to a simple, forgettable formula.
But all that proves is that people like me exist. I'm willing to entertain the idea that I'm deeply weird in that preference, even perhaps when included amongst the older generation. Still. I look around at the folks I game with, mostly college-age or a little younger, and I see folks who are entranced by the things that make D&D "D&D" and not Baldur's Gate or Dragon Age. Many of them don't even play video games; these days I'm mostly in that category myself. I have better things to do with my time. Roleplaying is one of them.
Now, not all young people are like that, but D&D is never going to be a mainstream thing. The average kid is going to keep on playing World of Warcraft and Halo, no matter how hard we try to make tabletop games friendly to "the masses of tweeting, texting, facebooking teens who barely have time to sit still to eat breakfast."
But those of us who do continue to embrace roleplaying are doing because of its analog refusal to conform to the digital moment. Those teenagers and college students want something that's different from video gaming and the online, digital world. Just like there still are, and will always be, kids who read novels, play outside, and listen to vinyl, there are still kids who are going to be turned inside out and upside down by dice, graph paper, and good old fashioned D&D.
Friday, January 22, 2010
Doom & Tea Parties: Regular, Long Term Play
So the Doom & Tea Parties solo hit the one year mark this month. Sixty sessions, as of last night. If I'm counting right. Which I'm probably not--I suspect there's a duplicate log or two in there somewhere. But anyhows!
One year. My previous record for campaign length was about six months. Twenty-three sessions. And that was as a DM. (The group game is right around that mark itself now, and shows no signs of slowing down.) I don't have as good records on my time as a player, but I do know that the record there was rather less than that.
Appropriately, I'd been grumbling about this lack of campaign length around the time that Trollsmyth talked me into joining the game in the first place, which he did partly on account of my professed interest in the longer form.
It hasn't disappointed, for reasons that James Maliszewski articulated back when he started his Dwimmermount campaign (right around the same time as the solo game, in fact) and that his own campaign has since confirmed:
Regular, long term play. I cannot possibly stress how much of a difference this makes to a campaign.
The difference between this game and my previous campaigns isn't simply length. Those other games started out with the understanding that they would be short; either someone else was planning a game that would need a turn within a few months, or the players simply wouldn't be available once summer ended. Doom & Tea Parties, in contrast, is open-ended. It will end, someday. The characters will die, or find another natural conclusion to their stories, and eventually Trollsmyth and I will have other ideas that we want to explore. But when it ends, it will end on its own terms. No external force demands its conclusion.
Again, I can't stress enough the difference this makes: the idea that the campaign can be as long as it needs to be. We've spent the last four months just setting things up, playing through two weeks of my character adjusting to a new environemtn while she anticipates Major Happenings (both social and quest-related) but without any particular pressure to get to those higher tension scenes, because we both know that they would always be there. We can take our time, and linger on the quieter moments that allowed us to lay some serious groundwork that will make those events, when we do finally get to them, really sing.
Furthermore, Trollsmyth and I have both noted that a few months ago the campaign started moving in a slightly peculiar, very social direction. (It's gotten even more peculiar since then. When I got into this hobby I never could have expected that one of my all-time favorite gaming moments would be a ten-minute conversation about what to do with NPC's hair, but there you go.) And I've mentioned that the time we spent in the dungeon was a big part of why that social, soap-opera-y style has worked so well.
But it wasn't just that we were mucking about in a dungeon. It was because we were mucking about in a dungeon and had no particular time limit, other than the amount of time we could devote to the game each week. There wasn't any particular need to clear the place within a given time, no particular pressure to hit any goals or milestones or even to "move the plot along." I had time to explore, wander into brief digressions about elven society, and really enjoy each particular moment of the campaign. As long as I was having fun with each individual session, I could fool around and figure out what I really liked doing. No time limits. No schedule.
And when my characters friends were kidnapped and she and another went to go rescue them, there was absolutely nothing to derail when I decided that, instead of immediately get back to work and move on to the next bit of the "action," what I really wanted to do was play through my character waiting for news. To have, in fact, the kinds of conversations that one has at the beginning of a relationship -- granted, a relationship between "a dwarf who'd been transformed into a nixie and a human cleric," but that's what made it D&D.
Which is the kind of thing that I'd been thinking about doing for at least a few weeks then. I liked several of the various NPCs that populated the game, and knew just enough about them to want to find out more, but I'd never done anything quite in that vein, so it took some time to find the appropriate opportunity to just slow the game down and talk. If I had been paying more attention to those constant distractions of keeping the action moving and gaining XP -- if I hadn't been sure that we'd be able to (or attempt to, anyway) rescue those friends and then move on to explore the results if I took too much time up with other pursuits -- I might never have tried it at all.
One year. My previous record for campaign length was about six months. Twenty-three sessions. And that was as a DM. (The group game is right around that mark itself now, and shows no signs of slowing down.) I don't have as good records on my time as a player, but I do know that the record there was rather less than that.
Appropriately, I'd been grumbling about this lack of campaign length around the time that Trollsmyth talked me into joining the game in the first place, which he did partly on account of my professed interest in the longer form.
It hasn't disappointed, for reasons that James Maliszewski articulated back when he started his Dwimmermount campaign (right around the same time as the solo game, in fact) and that his own campaign has since confirmed:
One of my growing beliefs is that, for old school gaming to work, you need to play not only consistently but also regularly. I'd venture to guess that one of the big reasons why old school play isn't as popular as it once was is because gamers meet a lot less often than they used to and because they don't stick with a single campaign -- or game! -- long enough to let it find its feet and properly establish itself.
Regular, long term play. I cannot possibly stress how much of a difference this makes to a campaign.
The difference between this game and my previous campaigns isn't simply length. Those other games started out with the understanding that they would be short; either someone else was planning a game that would need a turn within a few months, or the players simply wouldn't be available once summer ended. Doom & Tea Parties, in contrast, is open-ended. It will end, someday. The characters will die, or find another natural conclusion to their stories, and eventually Trollsmyth and I will have other ideas that we want to explore. But when it ends, it will end on its own terms. No external force demands its conclusion.
Again, I can't stress enough the difference this makes: the idea that the campaign can be as long as it needs to be. We've spent the last four months just setting things up, playing through two weeks of my character adjusting to a new environemtn while she anticipates Major Happenings (both social and quest-related) but without any particular pressure to get to those higher tension scenes, because we both know that they would always be there. We can take our time, and linger on the quieter moments that allowed us to lay some serious groundwork that will make those events, when we do finally get to them, really sing.
Furthermore, Trollsmyth and I have both noted that a few months ago the campaign started moving in a slightly peculiar, very social direction. (It's gotten even more peculiar since then. When I got into this hobby I never could have expected that one of my all-time favorite gaming moments would be a ten-minute conversation about what to do with NPC's hair, but there you go.) And I've mentioned that the time we spent in the dungeon was a big part of why that social, soap-opera-y style has worked so well.
But it wasn't just that we were mucking about in a dungeon. It was because we were mucking about in a dungeon and had no particular time limit, other than the amount of time we could devote to the game each week. There wasn't any particular need to clear the place within a given time, no particular pressure to hit any goals or milestones or even to "move the plot along." I had time to explore, wander into brief digressions about elven society, and really enjoy each particular moment of the campaign. As long as I was having fun with each individual session, I could fool around and figure out what I really liked doing. No time limits. No schedule.
And when my characters friends were kidnapped and she and another went to go rescue them, there was absolutely nothing to derail when I decided that, instead of immediately get back to work and move on to the next bit of the "action," what I really wanted to do was play through my character waiting for news. To have, in fact, the kinds of conversations that one has at the beginning of a relationship -- granted, a relationship between "a dwarf who'd been transformed into a nixie and a human cleric," but that's what made it D&D.
Which is the kind of thing that I'd been thinking about doing for at least a few weeks then. I liked several of the various NPCs that populated the game, and knew just enough about them to want to find out more, but I'd never done anything quite in that vein, so it took some time to find the appropriate opportunity to just slow the game down and talk. If I had been paying more attention to those constant distractions of keeping the action moving and gaining XP -- if I hadn't been sure that we'd be able to (or attempt to, anyway) rescue those friends and then move on to explore the results if I took too much time up with other pursuits -- I might never have tried it at all.
Saturday, January 09, 2010
Hirelings, the Sandbox, and You
This latest discussion of sandboxes (to which Monsters and Manuals has also chimed in) has gotten me thinking that one really spiffy way to facilitate player choice and player driven adventuring is through choice of henchmen. By which I mean: having hirelings come with plots attached, or with interests and abilities that affect how the party goes about picking and handling problems, are both a lot of fun, and giving players enough information about those plots and abilities when choosing hirelings gives them another way to affect the style of the game -- as well as a way to signal to the DM the kinds of activities that they're interested in.
The "skills and interests" thing is one that's come up a lot in the Doom & Tea Parties solo, partly because most of the adventuring party is NPCs so they get a lot of involvement during the planning stages. Usually my character asking them questions, but still, the interests they have colors their information.
I picked out the party's sorceress specifically because I was interested in at some point going to Fire and she had been to and knows about Fire, so that's an obvious one. More interesting, though, is the effect that having two clerics of Uban in the party has had on the campaign. That had been my initial thought for my PC, before I decided I'd do something I'd never done before and run a dwarf, so that was the first NPC I hired, and then shortly thereafter we rescued another from goblins.
Uban being the god of knowledge, what this basically means is that I had one guy happy to explain elven iconography to me, and another who knew useful things about adventuring, and accordingly made fun of the first. Which for someone whose ideal game is basically a mix of fantasy anthropology, dungeoneering, and social hijinks was pretty much awesome.
That particular configuration mostly fell into place on its own, but party management in general -- both picking who to take with me in-game, and talking with the DM about how I find most interesting out of it -- has been a pretty powerful tool for me to control the game's direction and style. Which is really what a sandbox game is all about: giving the player's control over the game's direction without sitting down and talking with them about what they want. The latter is all well and good, but I'm increasingly of a mind that letting people figure out what they want out of the game as they're playing it has its own perks.
The "skills and interests" thing is one that's come up a lot in the Doom & Tea Parties solo, partly because most of the adventuring party is NPCs so they get a lot of involvement during the planning stages. Usually my character asking them questions, but still, the interests they have colors their information.
I picked out the party's sorceress specifically because I was interested in at some point going to Fire and she had been to and knows about Fire, so that's an obvious one. More interesting, though, is the effect that having two clerics of Uban in the party has had on the campaign. That had been my initial thought for my PC, before I decided I'd do something I'd never done before and run a dwarf, so that was the first NPC I hired, and then shortly thereafter we rescued another from goblins.
Uban being the god of knowledge, what this basically means is that I had one guy happy to explain elven iconography to me, and another who knew useful things about adventuring, and accordingly made fun of the first. Which for someone whose ideal game is basically a mix of fantasy anthropology, dungeoneering, and social hijinks was pretty much awesome.
That particular configuration mostly fell into place on its own, but party management in general -- both picking who to take with me in-game, and talking with the DM about how I find most interesting out of it -- has been a pretty powerful tool for me to control the game's direction and style. Which is really what a sandbox game is all about: giving the player's control over the game's direction without sitting down and talking with them about what they want. The latter is all well and good, but I'm increasingly of a mind that letting people figure out what they want out of the game as they're playing it has its own perks.
Wednesday, January 06, 2010
Old School: The Feeling is Fear!
Toth of the Emergence Campaign Weblog posted a really interesting analysis of combat in RPGs, with an eye towards addressing the question of how complicated your combat system needs to be. The quote that caught my eye:
Obviously this ignores the fact that, for some people, the simple acts of optimizing a character and making decisions in a tactical, rules-bounded environment are fun, much like spending a couple hours chatting with a cleric and a rakshasa about boys is fun for me. But I think it's an interesting point that a game that does have a big focus on both tactical combat and character continuity is going to have to deal with the fact that at least some of the game's danger is artificial danger. More importantly, he lays out a pretty thorough case for a combat system that does get the heck out of the way, for those of us who either aren't interested in tactical experiences or get them from other kinds of games.
And Zachary the First had some over-lapping thoughts yesterday, on The Lost Art of Running Away. He covers a lot of ground in a short post, pointing out that part of the reason running away is "lost" is that a game with too much running will get really obnoxious in short order, and that for a certain kind of game running away defeats the point, but I have to agree when he writes:
After all, I've said similar things myself, in talking about why the sense that death is always just around the corner can make a game awesome.
What this all sets me to thinking is that focusing on the outcomes of fights rather than the experience of playing through them and being afraid enough of those outcomes to occasionally run away are largely a result of the way a rule-set handles combat. Make combat into a big fun deal and the players won't run away from fights, because fights are what they're there for. And running away -- making the decision that a particular foe is too tough for you to handle right now, and backing off to prepare, bring allies, or find another way to your goal -- is fundamental to any game that I'd call "old school" or "neo-classical." That label isn't entirely a mechanical one, but it has some pretty significant mechanical requirements.
The most boring fights are the ones where you know the outcome already, or where you’re almost sure to win – but you have to grind through it anyway. For them, you want a quick-and-simple combat system. The truly satisfying part of fights like this lies in the characters having worked hard to find a way to turn a potentially-deadly fight into a near-certain victory. Doing it for them – the “Balanced Encounter” philosophy – will quickly get boring. Phony risks are only exciting for so long.
Obviously this ignores the fact that, for some people, the simple acts of optimizing a character and making decisions in a tactical, rules-bounded environment are fun, much like spending a couple hours chatting with a cleric and a rakshasa about boys is fun for me. But I think it's an interesting point that a game that does have a big focus on both tactical combat and character continuity is going to have to deal with the fact that at least some of the game's danger is artificial danger. More importantly, he lays out a pretty thorough case for a combat system that does get the heck out of the way, for those of us who either aren't interested in tactical experiences or get them from other kinds of games.
And Zachary the First had some over-lapping thoughts yesterday, on The Lost Art of Running Away. He covers a lot of ground in a short post, pointing out that part of the reason running away is "lost" is that a game with too much running will get really obnoxious in short order, and that for a certain kind of game running away defeats the point, but I have to agree when he writes:
But if you’re playing in a sandbox/exploration/dungeon crawl, the goal isn’t to bravely die on the 4th level of a dungeon fighting bugbears who will eat your corpse as soon as you drop. It’s to survive, become more powerful, and get out with what loot you can while avoiding any more potentially lethal situations than are strictly necessary.
After all, I've said similar things myself, in talking about why the sense that death is always just around the corner can make a game awesome.
What this all sets me to thinking is that focusing on the outcomes of fights rather than the experience of playing through them and being afraid enough of those outcomes to occasionally run away are largely a result of the way a rule-set handles combat. Make combat into a big fun deal and the players won't run away from fights, because fights are what they're there for. And running away -- making the decision that a particular foe is too tough for you to handle right now, and backing off to prepare, bring allies, or find another way to your goal -- is fundamental to any game that I'd call "old school" or "neo-classical." That label isn't entirely a mechanical one, but it has some pretty significant mechanical requirements.
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