Showing posts with label animals. Show all posts
Showing posts with label animals. Show all posts

Thursday, November 17, 2022

Dreaming Dromedaries

So, let's talk camels for a minute. For fun.

Per I3: Pharaoh, the players are given the following equipment (in addition to their normal gear):
GENERAL PROPERTY

Enough water for the entire party to travel in the desert for seven days (10,000 gp weight).

Three large tents with poles, 10 feet x 20 feet in size, weighing 4,000 gp each. They require four turns (40 minutes) to set up or take down.

One Writ of Authority granting permission to be in the Desert of Desolation. It weighs 1 gp.

Ten bundles of firewood weighting 20 lbs. (200 gp weight) each. One bundle provides one night's fire.

One old map of a pyramid. It weighs 1 gp.

EACH CHARACTER IS GRANTED:

2,000 sp for expenses.

Two bags containing food. One bag contains one week's standard ration [sic] weighing 20 lbs. (200 gp weight) while the other contains two weeks' iron rations weighing 15 lbs. (150 gp weight). 

Their choice of either a camel or a draft horse.
Earlier in the "prologue" section, the adventure is explicit that the party's escort provides them with "enough water for their party, including their pack animals, to travel in the desert for seven days." Each player is thus allowed to choose either a camel (presumably a dromedary, given the Arabian setting of the adventures) or a draft horse. Here are the movement rates given for both animal choices:

Camel (under 400# load): 21"
Camel (under 500# load): 15"
Camel (under 600# load): 9"
Draft Horse (under 400# load): 18"
Draft Horse (under 650# load): 9"

Per the adventure module, a character with a movement rate of 12" can cross one hex per two hours, and all movement should be adjusted accordingly (for example, a character with 6" movement takes four hours to cross one hex). Each hex is two miles across, so: one mile per hour at standard, unburdened (12") walking rate...with ten hours being listed as the normal limit of walking, that's 10 miles (5 hexes) per day.

This is the same rate given for Very Rugged terrain in the DMG (page 58), at least for a "movement afoot." It doesn't however, jibe with the mounted movement rates...but we'll get to that in a sec. Because the first question is:

WHY IN THE NAME OF ALL THINGS HOLY WOULD YOU TAKE A HORSE INTO A DESERT?

Let's start with water: the most important factor in desert survival. How much water does a human need to survive? Well, Ye Old Internets tell me that 3L of water per person per day is pretty much standard for desert survival. Since the party is being supplied with 7 days worth, that means 21L per person, weighing 21kg...about 46 pounds

Of course, horses need water, too: about 5 to 10 gallons per day. Since it's desert, and the horse is working, we could go with TEN, but let's just take the average (7.5). That's a bit more than 28L, so for a week's worth you're talking 199kg worth...nearly 439#. You're going to force the horse to carry almost 500 pounds of water, plus an armored rider, plus food?

No.

You know how much water a camel needs to carry for a week? Zero. Camels can survive up to 15 days without water. Assuming the camels were "gassed" up ahead of time, a seven day stretch is no issue for your standard dromedary. 

And how fast are they? Well, Arabian "baggage camels" are capable of carrying 200kg of weight up to 40 miles per day...and I assume this over desert, as that's the terrain for which they've been adapted. 

Horses hooves, meanwhile, are not suitable for desert sands AT ALL and will be slower then camels regardless of load and hydration; stumbling and leg-breaking is a major consideration if trying to push a horse for "speed" in terrain conditions like that posed by the Desert of Desolation.

SO...dromedary only. 440# of load weight (including rider), 20 hexes per day. Besides our 50# of water (and a hope and a prayer that the party can find an oasis area within 7-10 days), let's look at that OTHER gear we're carrying...we'll consider a party of SEVEN characters:

Food for marching soldiers is 3# per day. Until further notice, that's our "iron ration" weight. This, of course, matches the 30 coin weight given for iron rations in the DMG (p.225) if one assumes this is a daily amount. SO for each character, two weeks of iron rations = 42#...a little more than the 15 estimated in the adventure. Let's forget the "standard" rations completely.

Food for camels: it took me a while to find this, but it appears that a camel can "thrive" on just 5kg (11#) of dry feed per day. Assuming ten days (about the longest a waterless dromedary can travel while maintaining work level), that means 110# of feed. 

Tents are tougher. My internet tells me that a traditional Moroccan camping tent (camel and goat hair) of the dimensions listed will accommodate 17-19 people...which sounds quite large for a party of six to eight PCs. Until you realize that you also have to shelter the camels, especially during a sudden sandstorm. Maybe two would be enough (men's and women's). 40# each, however, sounds extremely optimistic. An ultralight, modern tent of the same dimensions has a carry weight of 106#. Can we just say 110# for the sake of simplicity? Sure, let's do that.

[***EDIT: Faoladh just pointed out (in the comments) that the original text listed tent weight at 400#, not 40#. That makes a SUBSTANTIAL difference to the calculations below and (if accurate) will limit the party to WALKING (rather than riding) until they can purchase/steal additional camels***]

Firewood is a bit easier. While rate of burn really depends on type and density of wood (and is generally measured in length), this web site gives some simple numbers that are effective: a "bundle" of prepared firewood weighs about 20-27#, will burn for an hour, and should be enough to cook a fast, easy meal (probably the only type that can be cooked on the hardtack/field rations PCs are carrying). I can roll with that, rather than make the PCs collect and dry camel dung.

Finally: 2000 silver pieces for each PC? Ignoring for the moment that "standard" D&D would account this as 200# weight, requiring several large sacks to load (each!)...ignoring that for a second, why would the local ruler would send good silver out into a cursed, magical desert on a probably suicide run? Just what are the characters supposed to buy with this expense money?

Well, anyway...when researching the medieval Middle East for my Five Ancient Kingdoms game, I did some research on the ancient coinage of the region. The silver dihram weighed 2.975g, giving about 150 dihrams to the pound. 2000 dihrams would thus weigh only 13.3#...far more reasonable (though still wondering why His Majesty would want to send silver out into the desert sands on camelback). 

And speaking of camels: 600 Greek drachma seems to have been about the right price for a camel "back in the day." The drachma was larger than the dihram (4.5g of silver), giving the replacement price of a dromedary something in the neighborhood of 908 dihram. Giving each PC enough money to buy two replacement mounts? Still seems overly generous...how about 500 silver per character (3,500 total for a party of seven), which is just a bit more than a three pound bag each. Keep those camels safe! Your lives depend on it!

SO:

322# of water + 294# of rations + 770# of feed + 220# of tents + 200# of firewood + 23# of silver = 1829# of gear.

Divided by seven camels = an average load of 261#. Each camel would thus be able to carry approximately 178# of additional weight (which should include 6#-8# worth of saddle and tack). Not much wiggle room there, especially if the party includes a lot of Big Boys (my height/weight tables are based on character species and character strength...fighters with exceptional strength are heavy). 

This is the logistics game which, in a forbidding desert wilderness, is a game of survival...even without factoring in dust diggers and bandits and purple worms. Figuring out how to balance the load/gear between party members is important...but FORTUNATELY with an updated movement rate (20 hexes instead of 6-7!) the party should be able to reach an oasis or two within four or five days, depending on how much time they spend exploring various adventure sites along the way. And if they're SMART they'll pick up extra dromedaries from the first camel merchant they come across, extending their range and ability to carry treasure/spoils.

But no horses please. And I really, really don't know what to think of the Symbayan "air lancers" and their pegasi. 

"Ship of the Desert?" Yeah. Absolutely.


Tuesday, April 9, 2019

H is for Halav and Hutaaka (History)

[over the course of the month of April, I shall be posting a topic for each letter of the alphabet, sequentially, for every day of the week except Sunday. Our topic for this year's #AtoZchallengeRevamping the Grand Duchy of Karameikos in a way that doesn't disregard its B/X roots]

H is for Halav and Hutaaka, both important parts of Karameikan history.

Or are they?

[maybe H should be for "Heck of a baseball game last night!" How 'bout those Mariners, huh? 10 and 2? In what is (supposed to be) Year 1 of The Rebuild? Crazy. Still, I've lived in Seattle long enough to see every brand of Ms failure you can find...they had a hot start last year, too. I shall curb my enthusiasm for the time being; the Sounders, on the other hand, are a whole different story...]

I realize these posts have been running waaaay long. It's rather obvious that I have a lot of thoughts flying around my head (at least regarding Karameikos) and no one with whom to discuss them...other than you, dear readers. But day-after-day walls of text can be a slog to wade through, especially when my posts run the gamut of meandering blah-blah-blah. SO, hear's the skinny on today's topic:

Halav: thumbs up. Hutaaka: thumbs down. Apologies to folks who love B10: Night's Dark Terror.

Neither of these topics are "especially B/X" by the way; the history of the region (other than Duke Stefan's recent arrival) is all documented in later (BECMI+) publications, mainly Allston's GAZ1. As such, the pre-Stefan history could be revamped any way you want it...an ancient pre-Glantrian colony of wizards (with ruined towers dotting the wilderness)? Sure. A dinosaur/reptile person infested jungle only wiped out by the recent Ice Age (but leaving ruined cities behind)? Fine. An advanced empire of tech-savvy faerie folk, now decimated and devolved into their pocket regions (i.e. the places marked "elves" and "goblins" on the B/X map)? Why not? And don't laugh at the idea of
hi-tech elves...check out the info on Evergrun and Grunland in the Alfheim gazetteer.

In other words, there are LOTS of possibilities for the "ancient history" of the region now known as the Grand Duchy of Karameikos...if you're happy to stick solely to the description given in the Expert rulebook and willing to cut the rest from whole cloth. But if you're NOT or (like me) you're lazy, pressed for time, and/or often stuck for new ideas, then you might as well adapt the history as given in GAZ1. Or parts of it anyway.

Most of this history is written by Allston, though he adapts from earlier sources (like Night's Dark Terror) for some of it. And it's not terrible. I'm sorry I even have to write that phrase, but I feel like so often in these posts I'm decrying how boring and awful and vanilla the ideas are...I could stand to be a bit more complimentary towards much of the work that's gone into this setting over the years. If a lot of it is a little bland or cheesy, a large part of the blame has to be given to the standards and cultural mandates of The Company (TSR) back in the period when these books were being published.

So anyway: not terrible. Before I get to my specific "likes and gripes," it's probably best to give a BRIEF ("Brief, JB, brief!") overview of the region's ancient history, as told in GAZ1. Please be aware that dates in Mystara ("the Known World") are based on the first crowning of an Emperor in Thyatia (i.e. "fantasy Rome"); all Gazeteers assume play begins in the year 1000 A.C. ("after crowning"). Got it? Okay.

[brief!]

The Nithian people ("fantasy ancient Egyptian") first sent a small colony to the-region-that-would-be-known-as-Karameikos circa 1500 B.C. ("before crowning;" i.e. 2500 years before start of the campaign). Within five generations (about a century) hard winters, monster attacks, and disease have drastically reduced the population and these "Traldar" people (the clan name of their Nithian tribe) have devolved to a "pre-agricultural" (hunter-gatherer) lifestyle.

[I have a lot of comments on this, but they'll have to wait for a later post]

What now occurs is something first described in the (British) module B10: Night's Dark Terror. An advanced civilization of jack-headed humanoids (the Hutaaka) conquers the Traldar, not through military might, but through "economic and cultural superiority," The humans end up working as laborer/slaves to these more effete/spiritual non-humans in a mutually beneficial symbiosis, until a giant horde of gnolls invade the region circa 1000 B.C. Devastated by the warlike humanoids, the Hutaaka decide to pull up stakes and retreat to their hidden valley in northern mountains with a handful of human followers. The Traldar left behind get organized under a trio of war-leaders, of whom King Halav is chief (the other two are Petra and Zirchev). Armed with bronze age gear, Halav slays the gnoll king in single combat but is himself slain, and the humanoids are routed back into the mountains.

The Hutaaka do not return and, bereft of a unifying force, the region descends into a Dark Age. By 500 B.C. the Traladara (as they call themselves) are widely dispersed across the region and share little common besides a common root language and "The Song of King Halav," their national epic. Their actual history is forgotten with legends of Hutaakan masters and gnollish invaders being mixed together to form a hodgepodge mythology explaining their past. This Dark Age continues until roughly 0 A.C. when the arrival of other peoples to the region (the Callarii elves and Highforge gnomes) help usher in a new cycle of peaceable trade relations and unity against humanoid (goblins, orcs, etc.) tribes. By 400 A.C. the Traladara have established trade with outside nations and by 900 A.C. they've grown large enough that Thyatis decides to "annex" the region before a rival (like Darokin) can do so. Stefan Karameikos III takes over in 970 A.C.

OKAY (*whew*). Now onto likes (and not likes).

I LIKE the whole Song of Halav idea. Despite the Czech-ish name (Vaclav Havel portmanteau?) this is just the Arthur myth retold with gnolls in place of invading Saxons and Hutaakans in place of the priestesses of Avalon. Sure, it's not super-original, but it's still a classic concept, and like the Arthur myth it is so far back in the pre-written history of the people that it's easy to embellish it (and, as a DM, determine what parts are fact and what parts are myth). It's the kind of thing you can hang big campaign ideas off of...can we find King Halav's tomb or sword (Excalibur?) or whatever. Likewise the shared identity that comes from this national hero-legend is cool. While I still ask the question why there isn't more revolt/resistance against the Thyatians (the second coming of the gnolls!), Allston offers the idea of a Halav mystery cult, whose priests/prophets are longing for Arthur-Halav's return...and who are preaching that Archduke Stefan may, in fact, be the reincarnation of their ancient hero king. Whether or not it's true (or a well-orchestrated bit of political opportunism) is left for individual campaigns to figure out. Regardless, it's a nice bit of fluff to work into the setting.

King Halav's last battle.

Also: gnolls are badass. For folks into Warhammer, they can be perfectly re-skinned as beast men, but I tend to like them as is. Even Yeenoghu is pretty awesome, at least in his first appearance (Ye Old Monster Manual).

That being said, I am rather "iffy" on the whole Halav & Co. as actual Immortal patrons of the region. I'm just not the fan of the Immortal rules that I once was...neither Mentzer's original BECMI set (the "I" in BECMI) or Allston's later Wrath of the Immortals, both of which I've owned for years (and used in the past). I just don't like the idea of codifying the gods and immortality...or maybe I just don't like BECMI/RC's particular formulaic approach to doing the same. The gods (or "higher powers" or whatever) should break the normal rules...or, at least, give DMs the leeway to do so. Same holds true for "artifacts" and relics...but now I'm digressing (sorry).

The part of GAZ1's history that I really dislike is the whole bit about the Hutaaka. It's not that I don't dig the whole pre-history, human-servitor-race to nonhuman mythology/fiction thang...I'm a fan of Lovecraft, Karl Wagner, etc. But this particular brand of the trope feels messy to me, for a number of reasons.

But I don't feel like enumerating them all (and I said I wanted to cut down on the length of these posts). I suppose, DMs running Karameikos as their campaign setting might get a kick out of throwing Night's Dark Terror at their players and then getting a "big reveal" with the Lost Valley of the Hutaaka and the real history of the Traladaran people. But, jeez: B10 is designed for low level characters, so it's not like there'd be a "big build up," establishing the confused "mythic" history of the land prior to said reveal.

And, dammit, it's just not a very good reveal anyway. I'm sorry (I guess I am going to go into this a bit), dog-headed mystics? Really? Finding out humans were force-evolved by completely inhuman creatures (a la the Mountains of Madness) or star-traveling lizard folk (Warhammer) or some sort of weird fallen angels (Nephilim) is far more interesting than these pseudo-Egyptian dog-people. Damn it, Stargate was more interesting! Conquered by "cultural superiority?" Are you kidding me?

And there's just a lot of inconsistency here: why didn't the Hutaaka come back after the gnolls were driven off? If Petra had the ability to raise Halav (per the background) why didn't he unite the Traldar into a nation afterward? Why didn't Petra and Zirchev? If the Hutaaka were such pushovers, why did it take the traldar slaves in the Lost Valley another 900 years to revolt? If the Traldar had adapted so much of the Hutaaka culture, why didn't they have the ability to write down their own history? Why end up confusing the dog-people with the jackal-people? And why do we have these terrible Gypsy stereotypes?

Here's the other thing: the Alfheim gazetteer established that elf tribes (Callarii and Vyalia) settled in Karameikos circa 800 B.C. and that elves live about ten times the length of a human (expected lifespan is 600 to 800 years with some elves living to 1000). Since this is smack-dab in the middle of the Gnoll War, what part did the elves play? Why didn't they keep records? Why didn't they play a more important role in keeping the region civilized and "out" of the Dark Ages? Yes, I understand that Alfheim was published after GAZ1 and that Allston's history has the elves arriving nearly a millennia later (and thus not being witnesses to the early days of Traladara), but even that strikes me as weird: this advanced species of intelligent, magic-using humanoids arrives from a far-off land and the barbaric, iron age villagers are just like "whatever." Come on, man! At least if the elves were there FIRST (before the humans) they might be treated as "spirits of the forest" to be worshipped and/or feared...but then, would they put up with the Hutaaka? Even if the Hutaaka had exited 200 years before, I'd think a highly intelligent species (the elves) would have been curious enough to follow up on these creatures before the trail got any "colder." Two centuries is hardly "ancient history" to a species that lives three to five times that long.

But maybe it's just me. Maybe I just don't like 'em. Probably I just don't like anthropomorphic animals in my D&D game (I'm not a fan of X1's rakasta species, either). Anthropomorphic animals are fine in their own games (Mouse Guard and Albedo being prime examples), but mixing them in with humans just isn't something I tolerate very well.

All right, that's enough for today.

Saturday, April 6, 2019

F is for Flying Carpet

[over the course of the month of April, I shall be posting a topic for each letter of the alphabet, sequentially, for every day of the week except Sunday. Our topic for this year's #AtoZchallengeRevamping the Grand Duchy of Karameikos in a way that doesn't disregard its B/X roots]

F is for Flying Carpet, specifically Flying Carpet Airlines of Karameikos.

[okay, let's get this over with...I've got a very full schedule this weekend with baseball games, soccer jamborees, wedding anniversaries (mine), etc.]

Flying Carpet Airlines or (as it's actually called in the books) "Cardia's Carpet Service," like the Elvenguard, appears to be a wholly Mentzer-imagined invention. As far as I can tell, it's first mention is in Mentzer's expert book as part of the Travel from Karameikos section, in which he writes:

"Those in a hurry may wish to consider Cardia's Carpet Service. She is a well-known elf with a flying carpet (heavily armed and rumored to contain pockets of holding). She can take up to two passengers, but reservations are required. The cost is 2 gp/person/mile for 2 passengers, of 5 gp/person/mile for one. The journey from Threshold to Specularum can be flown in one day. She also makes regular trips to Kelven, Selenica, and even Kerendas, but rarely stops at Krakatos and never goes to Luln or Fort Doom..."

There's a little more to the description, but no hard stats are provided for Cardia. She appears again in module B10: Night's Dark Terror (part of the adventure occurs in and around Threshold), but again without stats...it seems Cardia is simply supposed to be part of the scenery, a necessary source of fast travel for footsore adventurers. I mean, certainly no PC would ever think of ambushing her and looting a flying carpet for their own use...good Heavens! That would be so Chaotic!

We'll leave the talk about BECMI's implied morality for another day; there's enough to chew on here with just a chartered flying carpet (available for a flat daily rate of 500 gp!). This...THIS...is the kind of thing I absolutely hated about Glantri, and probably one of the reasons I find Harry Potter's "wizarding world" so annoying: the transformation of magic into something mundane and commonplace, taking away (certainly reducing) any sense of wonder and mystery.

[I'm sorry Potter fans, but if you're using magic to wash your dishes or dispose of your own feces that's the opposite of what I call "magical." Is a toilet magical? To a stone age human, perhaps...but we're not playing cavemen here]

Part of this comes from a simple issue present in most of Dungeons & Dragons: the original game was meant to be hard and challenging, and so many of its rewards (especially magic items) were left without consequences. You fought and dodged and braved untold dangers to get that carpet (or whatever)...now you're going to make me sacrifice a fist-sized ruby or some virgin babe just to activate the thing? Up yours, man! Unfortunately, without some consequences...largely left to the DM...there's no repercussions for pulling out your powerful magic item every time someone with 100 g.p. decides they'd rather fly Threshold to Kelvin nonstop.

There should be consequences, of course: not only flying monsters - like dragons - who should burn Cardia out of the sky (wandering monster chances in the wilderness are pretty common), but also thieves, unscrupulous nobles, and local money-men willing to hire thugs and mercenaries to kill this well-known "entrepreneur." Elves have to sleep sometime (and it should be a simple matter to find her residence when she advertises "Cardia's Carpet Service" on the sign outside). Elves have to eat (and if she's at the local tavern, how hard would it be to slip some poison into her meal?). How much is a flying carpet worth to a person? How much would it cost to hire the assassins needed to take Cardia out? I'm surprised the carpet hasn't already been confiscated by the Ducal Guard (at Stefan's orders) for "the good of the realm." Having a flying carpet in his personal treasury would be far more valuable than any taxes she might be paying.

And, you see, the fact that these kinds of things should have ALREADY HAPPENED long before the player characters ever decided to become adventurers, is what bugs the hell out of me. Mentzer just blithely says "oh, here it is, been operating forever." This is the kind of thing that a DM might throw into her campaign one day when the PCs have been adventuring for a while and have reached a point in their careers that maybe the inconvenience of overland travel to distant locations kind of sucks. But to make it a part of the local retail scene from the get go? Come on, dude. At least if you introduced such an NPC later you could justify her as having powerful friends (the PCs) who would take umbrage if she went mysteriously missing one day. The local baron of Threshold (Patriarch Sherlane) has more important things to worry about than one elf...like running his damn domain.

I can't find any reference to Cardia in Allston's GAZ1 (draw what conclusions you will) though she is back again in the 2nd Edition Karameikos: Kingdom of Adventure (as an 8th level "rogue"...jeez). As stated, there's no such individual mentioned in B/X (i.e. pre-BECMI) sources, so the easiest way to "revamp" this eyesore is simply to cut it from your B/X game...perhaps introducing the NPC Cardia sometime later as an adventure hook when a young, stupid elf decides to open up her "carpet business" and requires protection (or armed escort on her excursions!). That might not be too bad.

If you really want a flying service in your game there are better ways to go than something so mundane as an elf with a flying carpet running a local travel agency. D&D needs to be a little weird and gonzo with this kind of thing if it wants to retain/promote a feeling of wonder and the fantastical. Some possible ideas:

On a smaller scale.
Option #1: a mad hermit / wizard / inventor lives in the forest outside of town where he can tinker with his contraptions in peace (he's been warned off more than once by the locals). His prize possession is his airship: a monstrous conglomerations of whirling gears, pipes belching noxious fumes, and skins inflated with hot air or fantasy hydrogen/helium. Perhaps it was the opus of his now deceased inventor/wizard wife (and he's not quite clear on all its workings); perhaps it's still a "work-in-progress." Regardless, the thing is prone to breakdowns and malfunctions every time he takes to the air...though when it does work, it can make fast time AND tends to scare off most wandering flyers (not dragons, of course...they see it as a challenge to their territory). He can be persuaded to give the PCs a lift...for the right price.

"Just need a couple
of eggs, ma'am."
Option #2: animal trainers (500 g.p. per month; see page X21) that specialize in griffons can be hard to find, but one lives on the outskirts of Threshold, and griffons are known to roost in the mountains just north of the town. Finding eggs and bringing them back safely would certainly be a good adventure; though it might take years before the creature was grown well enough to train for riding. The beast master might already have a few trained adults on-hand that can be hired for (short) rides; however, griffons are notoriously difficult and feisty beasts; they cannot be purchased, housebroken, or kept as pets (and you certainly wouldn't bring them into town!). Even so, they are extremely valuable and any damage that occurs to the animals while "on loan" will need to be paid for before any further services are provided by the trainer.

Have bow, will travel.
Option #3: I kind of dig the witches of Phillip Pullman's His Dark Materials trilogy. Is there any way to get them in the mix? Maybe stashing their community in the western forests of Karameikos, making them a hard-to-find, hard-to-reach, dangerous (and aloof) faction?

Option #4: Stefan has decided he needs his own "ducal air guard" if he is going to be respected by the likes of Thyatia and Alphatia (or simply because he needs to protect his realm from flying menaces). Problem is, he has no real idea of how to put together a flying force. Any such squad is going to be a small and motley crew at best...the archduke does not have the resources to invest in a team of enchanters to make magical devices (let alone any pegasi trainers). It's a good hook to get player characters involved...even if they don't have the means to fly themselves, they can earn a "finders fee" for helping to bring in wizard airships, griffon eggs, and witch archers. And maybe in the process they'll discover (or enchant) their own flying devices and swear allegiance to the archduke. Hey there, flyboy!
; )

Wednesday, January 2, 2019

Meat Shields

Regarding the introducing of the B/X game to new players, ViP asked (in the comments) how I felt about “giving each player two or more PCs, or a bodyguard, or an animal companion” in order to counter the initial deadliness of the game design. ViP cites the DCC “funnel system” (the practice of starting an adventure/campaign with multiple characters, presuming a high death toll) as a workable model.

The TL;DR answer: not a huge fan of the idea.

For those interested in my extended thoughts:

I’ve played DCC more than a couple times. I’ve also played in B/X campaigns where I was allowed multiple 1st level characters to start, with pretty much the exact goal as DCC: allow players a little leeway, without cutting down on the overall deadliness. I’ve also had the opportunity to run multiple characters in games when we were lacking a sufficient number of players at the table; that experience isn’t limited to B/X, either (I was asked to run multiple characters in one of my last ever 3rd edition games).

Here’s the thing: AS A PLAYER, running multiple characters in a game does not give me the same experience as running a single character. For me, I’ve found the practice gives me a lesser experience; that is, the experience of role-playing, the main reason I’m playing a tabletop game is diminished in having to split my attention between multiple characters. I don’t get the same “buzz” from driving two (or more) characters; what occurs instead is that I lose my subjective immersion in the game experience and become much more of an objective “game player.”

To use some Forge-y terms (which I know some of my readers detest), running multiple characters throws me immediately into “author stance” with respect to my characters…the same perspective I have when I am a DM running multiple NPCs. Perhaps this is a side effect of having run so many games (and so many NPCs) as a DM/GM over the years. Regardless of the reason, caring for more than one character causes me to lose my feeling of immersion in the game world…and the game, for me, becomes much more about practical game play, and much less about escapism.

I am trying hard (at this moment) to think of a time as a DM when I allowed players to run multiple characters in one of my games. I honestly can’t remember any (former players of mine reading this: feel free to correct my aging memory). I would much rather adjust/change the adventure, or increase the PCs’ experience levels (for a one-off adventure), or assign multiple NPCs to a party (that I, the DM, will run) then require or allow players to run multiple characters in a game session. When I run a D&D game, I want to give the players an immersive experience; I want players to feel like they are in the game. These days I am of the opinion that most of the enjoyment of D&D play is derived from being experiential and while (in the past) I did not fully grasp this concept, I was fortunate enough to run games in a style that (often) allowed this experience to unfold. Now…I wouldn’t want to run a game in any other way and, to that end, I would forgo any type of “funnel system” that deprived players of the single character experience.

Regarding ViP's other suggestions:

I’ve blogged before (and at length) about retainers in B/X. I’ve also offered my own ideas for adding “built-in” animal companions and bodyguards (see my B/X exceptional traits…some of the entries on the list provide just this type of bennie). My thoughts on the matter, and on hired “meat shields” in general, has shifted somewhat over time.

First, let me say that with regard to “retainers,” the B/X system’s brevity on the subject causes it to fall down. B/X is just a streamlined, cleaned-up version of OD&D and does an exceptional job in most of the slights changes to the original system. However, in subsuming the “Loyalty” system into “Morale” and providing a specific system of when to apply it to retainers, Moldvay goes a long way to undermining the concept of retainers as longstanding henchpersons and companions.

Per the rules printed on page B27 (and, yes, I realize these are listed as optional, but the Morale system in B/X is a rather key component of the game; cutting it results in multiple problems) retainers much check Morale after each adventure with failure indicating the retainer "will not adventure with their employer again."  That is damn fickle considering a PC of average charisma will only command NPCs with a morale score of 7 (possibly 8 if providing lavish rewards and shares of loot). That’s a 42% chance of desertion after each game session (as “adventure” is defined in B/X)! Even improving that morale to 8 only reduces the chance to 28%, meaning you’re fairly likely to lose your retainers after four game sessions; that’s a month of (weekly) play! The Cook/Marsh expert set talks blithely of “permanent NPC retainers” (on page X59) but then provide the exact same morale rules as Moldvay (on X26).

Clearly house rules on the subject are necessary unless you want your campaign world to resemble Vance’s Cugel to Clever, or similar (and perhaps you do). For me, I think the recruitment and grooming of loyal retainers is part of the overall system of character development that occurs in a long-term D&D campaign, helping to make the world more real for the players…and, thus, more immersive.

Jory Cassel, retainer
Retainers, in my opinion, should be MORE than simple “meat shields;” death or diminishment of a retainer is an appropriate alternative “loss” or penalty for players (in place of death or diminishment of their own characters). Players should not be cavalier about hiring retainers and allowing them to die in their stead…at least, not if they plan on hiring more in the future (word gets around…). But this only matters if you have retainers that stand fast with the PCs. Which doesn’t happen often given the B/X rules.

Mercenaries are a different matter. Here, the fickleness of the combined Morale/loyalty system is actually appropriate…and as mercenaries are pretty much expected to die “in service,” it’s less likely for PCs to take hits to their reputation for such losses, at least when it comes to hiring more mercenaries (they WILL however, take a hit to their pocketbook!).

Bronn, mercenary
(no last name)
I’ve always allowed the hiring of such NPCs to round out adventure parties…probably because it was suggested in the opening pages of B2: The Keep on the Borderlands (my first adventure module, included with the Moldvay basic set). The smart adventurers will save some of their starting money in order to acquire these types of hirelings, and I encourage this in new players. To me, a hired sword is just another choice of possible starting equipment for the beginning adventurer. I usually price mercs as 5gp to 10gp depending on equipment and assumed hazards (with expectations of bonuses or loot shares). Mercs in my games tend to follow my presumed prejudices regarding the type. I suppose they’d gain experience as a retainer, but such NPCs only rarely make more than one or two forays into a dungeon before dying or quitting (from a failed Morale test).

As for “animal companions?” Well, setting aside for the moment that I am a bit dissatisfied with how I did the exceptional traits (and would probably re-write them before using them)…I think such special characters fall into a category very similar to “loyal retainers.” They should probably only be provided as a reward for advancement (not something to start with at 1st level), as part of a character’s ongoing development. They should count against a character’s limit of retainers (based on Charisma), and they should not be considered simple “meat shields.” For me, an animal companion is something akin to a discovered magic item, and its loss should be a real blow to a character.

Expensive mounts and warhorses, I put in the same category as mercenaries…though their “loyalty” is assured so long as you remember to tie them up.
; )