Showing posts with label desert. Show all posts
Showing posts with label desert. Show all posts

Monday, November 10, 2025

Good Bones

In the past, I've watched a lot of "house flipping" and "remodeling" shows on television. My wife digs this kind of programming (she finds it relaxing) and I find it...well, interesting enough. I am rather the opposite of a "handyman" type. But I don't mind spending a lazy weekend afternoon, sitting on the couch and drinking coffee.

[we rarely have the time to "veg" that much these days, considering all the weekend kid events...but I did start this post with the phrase 'In the past...']

Anyhoo, I myself have done very little "remodeling" in my life...I've certainly never "flipped" a property. But as I said, I've watched these shows and there's this phrase that I sometimes here come up about a house...that it has "good bones." Which, I assume, means it has a good foundational structure on which to build or hang new drywall or, well, whatever. I don't know...I said I wasn't "handy" like that.

What I AM somewhat handy with is adventure writing/design (well, I think I am anyway...). The last couple-four days I've been working on my rewrite of I4: Oasis of the White Palm. Oh, man, it's really good. Not to toot my own horn, but I'm kind of in love with what I'm writing...this looks like it's going to be really fun to run. I'm digging it. 

But I want to give some credit to Philip Meyers and Tracy Hickman, the original writers. Because the thing has good bones...there IS a strong foundation here, mainly in the maps and some of the overall 'Big Concepts." Not the story, mind you...the story is terrible and I've discarded it completely. But many of the situations and factions are quite workable. Well, re-workable. Er...I mean, they're stuff that I can work with and pound something good and decent out of. If that makes sense. Which, maybe it doesn't. But I mean it as a compliment...if a back-handed one.

I'm currently working backwards through the thing because dungeons are more fun (and, in many ways, easier) to stock than other areas. Eh, what am I saying. It's all pretty easy to stock. But the dungeons are definitely more fun. Because they have more obvious threats (and bigger treasures...I like treasure). So I did the Crypt of Badr al-Mosak first (even though it's Part III of three) and then, today, I finished up the Temple of Set (Part II). Yes, these have all been renamed. No, there are no "EverFall Pits" with flying mummies, nor any kidnapped princess-brides...you want that, you can buy the original as a $5 PDF and run it. This is going to be clever, okay? Without the silly puns and with a modicum of sense and sensibility.

I mean...*sigh*  So, NOW, I was just about to sit down to start in on Part I (the Oasis itself), and...as is my wont...I started diving into my analysis of just what is here. What IS this town? I already know a lot of what MY town is going to be, but I want to look at the BONES of the place, the underlying structure. Because the structure is functional...I've run I4 before, back in the day, pretty much exactly as written and I don't remember any hiccups or problems. So let's see what we've got...first up, the Oasis random  encounters, lifeblood of a dynamic environment (or, at least, that which provides verisimilitude of a living-breathing town). What have we got?

Women carrying water. Women carrying clothing. A trader "with beads." Traders with palm dates. Traders with camels. Home Guard. A drunk. 1-4 Male Drow. A noble. A slave on an errand. A....

Wait, what? 1-4 male Drow?! In the desert? Who cares if it's at night...how the hell did they get there? What the heck are they doing? They're not even one of the "special" encounters...just a normal evening encounter around the village.

*sigh* This is why O Great & Glorious Hickmans...this is why I rewrite your adventures. Crap like this. There's a lot of whimsical stuff here that doesn't really fly in my view of an AD&D adventure, but I can stomach a certain amount of whimsy (even if...sorry...I'm writing the pegasus squadron OUT of the adventure). But there's "whimsy," and then there's nonsense. A thriving oasis town filled with fantasy-Islamic/Bedouins is not a place where Drow are just "walking around."

Many, many problems here.

Ah, well. The first two bits have turned out great; no reason to think the town part can't be spruced up. I've even added a couple new NPC personalities to the mix, which is also good fun. One nifty thing about my version: the writing's quite a bit tighter (which is to say, I don't pad it out as much as the original). Consequently, I've already trimmed about four pages from the text. That is GREAT; I really want to keep this thing to 32 pages (max), but I want to add more actionable, game-able content, not just:
D. Hills

Craggy, low hills of broken and baked stone jut upwards at weird andles and cast tortured shadows.

Play: Movement rate is half normal in such areas for all persons except dwarves. There is a 60% chance per hor spent searching of finding a cave shelter large enough for the party.
Or this:
E. Bleached Bones

The trail suddenly broadens amid the dunes. The clean, white bones of camels stand in a roughly 100-foot circle.

Play: There is a 30% chance that a party member will discover that the bones have only recently been picked clean. All worthwhile objects have been taken from the area. A set of three sled tracks leads east to location F.
Or this:
L1-L4. Ruins

Jutting jaggedly from the midst of the desert are ancient broken pieces of hand-hewn stone.

[no other info given, just the boxed text description]
This is what I like to call "tourist crap." It's not nonsensical, but it serves little or no purpose. Regardless of whether or not the players figure out that the bones "have only recently been picked clean," so what? It makes no difference to the adventure. Even if there ARE dwarves in the party, they still can't move any faster than the other, non-dwarf members. This is just extraneous detail for a "tour guide DM" to dole out, presumably to "break up the monotony." Hey, try to roll under 30% on percentile dice? Yeah, you made it? You can see these bones were only RECENTLY picked clean...dun-dun-DUN!

Far easier to simply:
  • Calculate the distance between point A and B
  • Calculate the time needed to travel there.
  • Roll for random encounters based on the time traveled

...and just get to the play at the important bit (wherever that final destination is). 

It's not that we need to 'get to a place where we roll dice,' but it IS about getting to a decision point where the players can make a meaningful decision. Looking at the wilderness map of I4 (which I will be redrawing to match my southern Idaho desert), I can see there's no reason the players would ever have to go to area #D ("Hills")...no road leads there, no plot requirements mandate them passing through the area, nothing. It is just USELESS FILLER.

My adventure doesn't have useless filler.

Anyway, I'm enjoying myself and my little project. Ugly as the original house is, I think my "remodel" will look quite swell. Despite my complaints the thing does have "good bones;" that makes a difference.

Later, gators.

[also, just for fun: this came to mind when I wrote "tour guide DM;" it's kind of catchy!]

Thursday, June 12, 2025

K is for Kartha

I missed the April A-Z Blog Challenge this year, so I'm doing my own...in June. This year, I will be posting one post per day discussing my AD&D campaign, for the curious. Since 2020, this is the ONLY campaign I run. Enjoy!

K is for Kartha...the Desert of Kartha. 

"Kartha? I don't see that on my Google Earth!" Yeah, no...you won't. Desert of Kartha is the name I've given to my ongoing project of re-writing TSR's original Desert of Desolation series (adventure modules I3, I4, and I5). Heavily inspired/influenced by the old Marvel Micronauts comics (specifically issues #23-25 and #34-35), I was originally going to call it the "Desert of Karza" (for Baron Karza) but in the end decided to file down the serial numbers somewhat.

As others have discussed, the scale of the Desert of Desolation is pretty small considering its descriptions of being a 'vast wasteland.' However, even a small desert can be tough to cross if you're dealing with the pre-industrial, semi-medieval technology level that is most D&D campaigns. So, I found I didn't need something the size of Saudi Arabia (let alone the Sahara)...I could get by with something quite a bit smaller.

That smaller area? Southern Idaho

Famous (infamous) Death Valley is roughly the size of Connecticut.  Google tells me you can fit 17 Connecticuts into Idaho. From Boise (the last patch of "civilization" in northern Idaho) to Pocatello and the Bannock mountain communities, the distance is more than 200 miles on foot...that's a LOT of desert to traverse, even if you have dromedaries

But look...I'm pretty busy today, so I'm going to let the good 'ol ChatGPT summarize my notes for you:
Southern Idaho is a land transformed — not the semi-arid farmland of irrigation-fed memory, but a harsh, sunbaked expanse known as the Desert of Kartha. Once a broad volcanic plain carved by the ancient path of the Snake River, it is now a desolate region of cracked lava flats, alkali basins, and slow-drifting dunes. The river itself still exists in places, but it is a skeletal thing — mostly a chain of brackish pools and salt-scarred channels that only rage to life with spring melt from the mountains. Kartha stretches from the ragged basalt shelves east of Boise all the way to the Bannock Range near Pocatello, and from the Owyhee Plateau in the south to the sage-laced edges of the Camas Prairie in the north.

The land is deceptive in its uniformity. On first glance it is flat, shimmering, dead — but travel far and long enough, and the bones of the land show through. Shattered lava fields east of Mountain Home give way to knife-edged canyons around Bliss and Hagerman, where occasional springs burst from canyon walls and feed narrow green ribbons. Farther east, near the ancient flows of the Craters of the Moon, the land buckles and yawns open, pocked with collapsed tubes and deep chimneys that some say lead to caverns filled with poisonous air and stranger things. Near Shoshone, long-sunken aquifers provide a rare permanence of water, and so the town endures — a hub of trade, refuge, and tense diplomacy in the desert heart.

Here in Kartha, the Badawi roam. They are not a single people, but dozens of kin-groups and clans that trace their lineages through oral tradition, inscribed bone tokens, and remembered migrations. They travel in long, low-slung caravans — dromedaries and wiry horses carrying trade goods, tools, water barrels, and kin. The Badawi know where the old wellheads still bubble beneath wind-carved rock. They know which springs have turned to salt and which grow bitter in the summer. They carry obsidian from the old lava beds, sulfur and saltpeter from fumaroles near Carey, silver traded out of the hills near Arco, and strange dark glass scavenged from ancient ruins buried beneath the dunes.

Kartha is not empty. It hums with movement: raiding bands, pilgrims, seasonal migrations, and armed caravans flying clan pennants. Routes are marked by cairns and sun-bleached glyphs. Oasis towns like Richfield, Arco, and Minidoka have become intermittent waystations — part rest stop, part trap. Some Badawi settle for a time in places where the water flows regularly, but they are mocked by their cousins as Hadir-in-disguise, soft-footed and forgetful of the old ways. The greatest insult one Badawi can offer another is to call them “Houseborn.”

Boise, at the western edge of the Kartha, is a frontier city in the mold of Sanctuary — a crumbling Hadir holdout city full of outlanders, deserters, exiles, and opportunists. Stone walls rise from mud and basalt, remnants of an imperial fort that once claimed to guard the desert road. Today, Boise functions more as a free city than a provincial capital — ruled more by the strength of local guilds, caravan companies, and warbands than by any imperial satrap. Agents of the Inland Empire still operate there, but their presence is limited to sealed quarters in the inner district and occasional bureaucratic embassies. Beyond the walls, Badawi come and go, hawking salt, sulfur, and rare desert spices in the market squares.

East of Shoshone, the land rises gradually toward the Bannock Range and the Hadir communities near Pocatello. These mountain settlements have their own character — sturdier, more industrious, more reliant on trade and mineral extraction. Mines in the Portneuf and Bannock highlands supply copper, tin, and iron to imperial forges, while Arco and Blackfoot act as trade nexuses. Caravans from Shoshone arrive weather-beaten and weary, sometimes escorted, sometimes harassed by their own kin-turned-bandits. These caravan routes are lifelines, and also constant battlegrounds of shifting alliances, marriage pacts, and blood feuds.

The weather in Kartha is brutal. Dust storms howl across the flats in spring, burying way-markers and drying out skin in hours. In summer, the ground can burn the soles of a careless traveler’s boots; in winter, ice crusts the sand before dawn. Despite this, the Badawi thrive. They wear garments of tightly-woven wool and desert silk, raise hardy goats and long-haired sheep, and practice forms of knowledge the Hadir dismiss as superstition but which have ensured their survival for generations — wind reading, star navigation, ritual water-scouting, and herbcraft drawn from dry cliffs and ancient wadis. 

The Kartha is not just a desert. It is a boundary — not only between Boise and Pocatello, Hadir and Badawi, or the Empire and its wilderness — but between survival and oblivion. Those who live here learn quickly: everything in Kartha moves, even if you can’t see it. The land itself forgets the names of the weak. Only the strong, the clever, or the silent endure. And sometimes, not even they are enough.
Got all that? The distance from Boise to Shoshone (the latter of which replaces the Oasis of the White Palm in my setting) is roughly 120 miles, some 6-8 days travel by dromedary caravan. The route departs from Boise, skirting the barren Boise Foothills, passes through Kuna Butte and across the Snake River (at a seasonal ford or ruined bridge near Swan Falls), then traverses the high desert plains around Grand Vie, where travelers will find minimal shade and sparse scrub before making camp near the Bruneau Sand Dunes, where a reliable aquifer supports a semi-permanent watering point. From there you cross the Brueau Plateau and descend into the flatlands east of Richfield, where dust storms and basalt ridges challenge navigation, before entering Shoshone from the northeast, approaching across the Big Wood River, where it runs shallow but steady.

From Shoshone to Pocatello (the Eastern Trail) the distance is only 105 miles, but travel time can take 6-9 days depending on elevation and snowfall...early winter snows may close high passes. Caravans depart Shoshone heading northeast to Carey, ascending gently through the Carey Valley, skirting the edge of the Pioneer Mountains to the north and plains to the south. A midway stop near the Craters of the Moon (where deep wells and cave springs make for a vital Badawi gathering site) before continuing east to Arco, a fortified Hadir outpost and caravan staging point. From Arco, caravans travel south over the Lost River desert flats and wind through Atomic City (now ruins, but sometimes used for shelter) before approaching Pocatello via the northern fringe of the Arbon Valley and into the mouth of the Portneuf Range. 

Caravans typically consist of 30-50 dromedaries led by Badawi guides. Banditry is common between Bruneau and Richfield, where cliffs and gullies (especially the Wendell Cliffs) allow ambushes. 

That's probably as much (or, rather, more) information than you need, but I'll mention a few more fantasy tidbits to whet your appetite (possibly) for my (some day) forthcoming adventure trilogy:

The Centauri

Where the lave fields roll into the high sagebrush steppe near Gooding, Jerome, and the Camas Prairie, there you will find the Centauri:  feral, half-mad creatures that view the bipedal races as blights upon the land. Twice as large as a human, their equine bodies are thick with muscle, while their human torsos are adorned with bone talismans, thorn armor, and painted war runes. To the Badawi, the Centauri are an ancient enemy, responsible for countless raids and deaths...but also objects of grim respect. Some tribes leave offerings at border cairns to ward them off. Entire caravan routes detour for weeks to avoid Centauri ranges, especially in spring and autumn when they become migratory and aggressive. Among the Hadir of Boise and Pocatello, sightings of Centauri are often met with terror, but also dark fascination.

The Duergar

Deep below the basalt and ash fields near Craters of the Moon, Minidoka, and Massacre Rocks, the Duergar delve in silence. Twisted, grim, and secretive, these grey dwarves are remnants of an ancient civilization broken by way...or possibly by Kartha himself. Pallid and mutated, their eyes glowing with fey luminescence and theit minds touched with deep-earth madness, they are rarely seen on the surface. Some Badawi have forged careful trading relationships with them, often through intermediaries known as "Ash-Speakers," exchanging surface goods...firewood, leather, alcohol, rare herbs...for gemstones and refined ore. More often, Duergar are blamed for vanishing travelers, collapsed wells, and cursed artifacts. The Hadir mineworkers in the Bannock ranges speak of strange voices and empty tools left polished and rearranged overnight...signs the grey dwarves have passed unseen.

The Shoshone Bird-Riders

The giant desert birds, known as minqar alfas, are a fearsome and awe-inspiring part of life in and around Shoshone. Standing eight feet tall at the shoulder, these sharp-beaed, talon-footed creatures are fiercely intelligent, aggressively territorial, and able to run tirelessly across sand and basalt for days. Though they exist in the wild near the lava plains west of Craters of the Moon, it is only the Badawi of Shoshone that have mastered their training, forging deep bonds with hatchlings and raising them into lethal mounts. The warriors who ride them sever as scouts, caravan guards, and the elite defenders of the oasis.

Shoshone is a jewel set amid desolation. Fed by artesian springs and positioned at the nexus of several old lava tubes, it boasts shaded palm-like trees, stone-built cisterns, and clay-walled homes that cling to its cratered edge. It is the lifeblood of Kartha's trade routes. Every caravan from Boise to Pocatello stops there to rest and barter. Its market hums with dialects from across the desert; Hadir traders from Bannock peddling ore, Badawi selling hides and gems, and even the occasional veiled emissary from the Duergar depths. And overseeing it all, the Shoshone bird-riders patrol in formation, their mounts shrieking as they scan for bandits, Centauri, or worse. 

[I will leave off discussion of the Desert Sage, Coo An-Nah, "The Immense One" for another time]

Thursday, May 30, 2024

Incentivizing

So many times these days, my blog posts feel like deja vu: that I am simply harping on the same issues, or trying to find different tacks to explain the same concepts that I've already written about ad nauseum. Of course, sometimes it's probably appropriate and useful to explain hard-to-grasp concepts multiple times in different, variant fashions.  

Heck, The Bible uses four Gospels to get the same point across, right?

ANYway, it probably doesn't help I pen my thoughts on discord channels, forums, and other folks' blog comments...sometimes I forget what I've written here versus what I've scribbled elsewhere. I'm not quite the internet rash I was ten years ago, but I'm still spread around a bit.

Here's a recent one from the CAG ("Classic Adventure Gaming") discord: a guy (let's call him "Joe") penned this the other day:
I'm, of course, breaking one of the great taboos by giving my 1E AD&D players XP just for showing up and making an effort, but after 30 sessions they still don't seem to grasp that the motherload is when they engage in combat and get loot. A session of exploration typically nets them 500XP, but the week they beat up the tomb guardian and nabbed its goodies, they must have come out at nearly 1500. After they cleared the tomb I dropped HEAY hints that there was more to explore in the immediate area, but they scurried back to base without so much as a backward glance. Leaving all that sweet, sweet gold (and XP) behind.
To which I replied (in part):
...I totally understand the frustration of slow advancement, but you don't want to train players that they're going to be rewarded for "showing up." 

...if (as I infer) you're running a long-form campaign, don't the PCs run out of money due to their lack of treasure acquisition? Are they constantly starving, running out of resources, etc.? How do they pay for mounts, henchfolk, mercs, arrows, expenses, etc.? Are they not incentivized to pull themselves out of poverty?
Because, you know, treasure...the acquisition of wealth..should be THE incentive in any AD&D game. Here was Joe's response:
Money not been an issue so far. They scraped by in the first adventure, then as a reward for resolving the situation the Paladin's PC was asked to continue to follow the clues they had uncovered and given a bag of gold by his Church superiors to buy him and his associates mounts and enough food to get to the next site. As they get into so little combat the attrition on their gear is minimal and I allowed the Ranger to craft more arrows in downtime. TBH, as only one of them had played AD&D before I wanted to keep the bean counting to a manageable level in case it put them off. I am tracking time (loosely, so I know where we are on the campaign calendar and generally have been reinforcing that if they want to fine-tooth-comb any place then any spells will have worn off by the time they are finished) but no training costs, their only henchman willingly joined them because they'd saved and taken care of the rest of his gang, and I also assume that when travelling across country (which I'm not doing as a hexcrawl) then the Ranger and Druid between them can keep them in game, roots, berries and water. Handwaving a few other things, but I am enforcing consumables for the wizard, and the cost of ink to write new spells (as well as the time it takes so they're having to make decisions about how long they can afford to sit around while he does it).
*sigh*

SO...this post is not intended to 'throw Joe under the bus' (for the record,  I feel I tried to give some helpful, compassionate advice on the discord channel), but I want to use this post to illustrate some bad DMing habits, and how they wreck your game.  Joe's not the only DM out there who has gone all loosey-goosey when running his/her campaign, worrying that "bean counting" is going to ruin the fun and enjoyment of the game. It's a common occurrence. And it ends up causing all sorts of issues as the DM has to patch one leak and then another and then another until the campaign is finally sunk.

Here's "absolute truth #1:" AD&D runs on treasure. No ifs, ands, or buts about it. Treasure acquisition drives the game; it is the objective goal that focuses the players, encourages cooperation, rewards ingenuity, and makes for exciting game play. It is the main road to advancement, which results in greater character effectiveness, which opens more content for exploration. It is objective and concrete: a solid, non-arbitrary, non-subjective goal. It starts and spurs action.

Your players should ALWAYS be interested in, and looking for, treasure.

If they're not, then there is something wrong with your campaign setting, pal. There is a distinct lack of attention being paid to the world building. Different players have different amounts of ambition; different players have different amounts of caution. Relative ambition and relative caution are the two "dials" that determine how fast advancement occurs...the drive to pursue treasure. But the desire for treasure should be a constant imperative of AD&D game play. If it's NOT, then some examination is probably necessary.

Read Joe's response again, and let's take this point by point:
  • Paladins aren't getting gold from their Church; they are GIVING gold to their Church. The tenets of the paladin class are pretty clear: they are required to donate the bulk of their wealth to charitable institutions. These characters are MONEY-MAKERS for their religion; certainly, the Church will send them on missions, but with the expectation that they will be returning with vast amounts of loot to fill the clergy's coffers. Hell, they should be positively TASKED with this expectation.
  • Crafting arrows (or any kind of weapon or armor) is not the purview of a character class; unless a character possesses a secondary skill of bowyer/fletcher the making of arrows should be far more mysterious than the using of said arrows. And making arrows isn't as simple as whittling some tree branches...arrows suitable for penetrating armor (whether that of orcs or bandits or dragonhide) are going to need metal tipped heads, specially forged. And where is the ranger getting feathers for fletching? And are they taking the time to steam and straighten and lacquer the shafts? Have they paid for the equipment they need to craft the arrows? Unlikely, since they don't have the money to purchase a quiver themselves.
  • I don't do "training costs" myself, but I DO charge monthly character expenses (DMG p.25) to take into account (in an abstract fashion) all those other sundry costs that come from BEING A LIVE FUNCTIONING PERSON. And henchfolk need those 'cost of living' expenses met, too! Sure, the player characters can choose to be unbathed, unshaved, dressed in filthy, patched rags, and sleep in the dirt outside of town...but after a month or two of that, even the most grateful "found" henchperson is going to walk away. Who wants to live like that? After braving hardship and danger, risking life and limb, you can't even get a bath or a change of clothes? Are you kidding me? Those henchmen are going to walk!
  • Leaving aside how difficult "foraging" enough food for a half dozen people might be, leaving aside how time intensive hunting can be (i.e. how many days it might take to even locate game), just how much energy is a group of adventurers going to need for hiking through the wilderness and battling monsters? After a couple weeks of subsisting on "roots and berries" are they going to be in any condition to fight?  ALSO, working animals (horses, mules, etc.) do not subsist on "game, roots, and berries." Nor do they simply "graze." They need animal feed...and lots of it!...especially if they are carrying burdens or riders. Any steeds are going to die of starvation and overwork if chained to an impoverished adventuring party.
Players these days seem not to grasp the logistics of "adventure" these days. It's not their fault, of course: they've been weened on really sub-par fantasy literature, video games, and films that focus on spectacle over substance. Sign of the times. I was somewhat the same as a youth, though at least I'd done SOME camping as a Boy Scout, and could extrapolate a bit. But reading good adventure fiction also helps immensely. I've been doing some of that lately...checking out old Tarzan novels, H. Rider Haggard, Harold Lamb, etc. Books that deal with provisioning, overland travel, and exploration. The COST of expeditions in these books make it clear to the undertakers that they must have success in their ventures (i.e. they must reap some sort of monetary/financial reward). It is an absolute imperative...otherwise, they might as well not bother trying to get back to civilization.

This is The Way of adventure gaming: adventure gaming of the sort AD&D provides can sustain long-term, engaging play when run in this fashion. "Oh, how boring. Where's the story?" cry some. Look: I enjoy a good escapist novel or popcorn film as much as anyone...but the thing about such stories is 1) they tell the story, and then 2) they're done. Move on to the next distraction. Adventure gaming provides long-term, sustained entertainment...it doesn't end. There's no "beginning, middle, climax" of a story. We are playing (imaginary) people's LIVES. We are creating/exploring a fantastical (imaginary) WORLD. It is the highest form of imaginary gameplay...why would you want to shrink it to a simple "story?"

So you need costs. Because you need incentives. Because that is the gameplay loop that gets you to adventure gaming. The fewer the costs, the less incentive. And, thus, the less adventure.

My players are currently running through my rewrite of I3. It's not I3...it has different maps, different encounters, different background. It's actually pretty much nothing like I3, except that it features a pyramid in a desert wasteland. Oh, and there's an exterior temple with some fanatics. Yeah, that's about where the similarities end (except that there will be two additional sections of "desert wasteland," featuring a shifty "nomad town" and a "lost wizard tomb" a la I4 and I5). 

Why are the players heading out into the rugged wasteland that is southern Idaho? Because they've heard of this pyramid that might have left over loot in it. This is pretty crazy for 1st level characters (the adventure is geared to levels 3rd - 5th) but they are a determined, ambitious (crazy) bunch. Still, they had to use all their coin just to buy a mule and provisions for a three day journey from the last civilized outpost (Rattlesnake Station), choosing the roughest, most direct route to their destination to save on expenses. They have to succeed in finding treasure...failure is no longer an option. They have pushed all their chips into the pile: they'll either come away with fabulous wealth, or they'll be rolling up six new PCs. 

When you run a campaign that has adequate costs, "hooking" players into action becomes very, very easy. Treasure becomes the primary motivator, the number one incentive, and all the DM must do is dangle the idea of a payday in front of the players. They'll travel to ancient and hostile cities, deliver freight by ship through pirate & monster infested waters, brave scorching deserts, frozen tundras, primeval forests filled with inhuman faery creatures. No one in their right mind goes into some fortified tomb riddled with slimes, undead, and death traps...unless there's the opportunity for a huge score. But that huge score is only enticing if and when the players have needs

You, DM, must provide those needs.

I don't run my game in a strict 1:1 time fashion, except between adventures (i.e. outside the dungeon). I charge expenses every game month that passes, even if the PCs are "out on safari" (in the wilderness, in the dungeon) 20 days out of the month..it is presumed, they'll have even more costs, once they finally reach the safety of town/civilization. Those expenses eat wealth at a high rate, even without training costs. If my players' 6th level parties go 4 months between adventures (because we can't get together, or because they're focusing on other characters), they'll each need to hand over 2,400 g.p. when we pull those characters out again, plus the costs for their henchfolk. That could easily add up to a bill of more than 10K. Even if they invest some of their loot in money-making ventures (a wise choice), I'm going to charge their liquid assets...and with a long enough period of inactivity, they may be left with nothing more than the income from their dry goods store (or whatever). And if that is how they want to live out their (imaginary) lives perhaps it's time to simply retire the character from play.  

Old TSR modules are littered with retired adventures running taverns and inns and shops. 

AD&D runs on treasure. It is the only incentive you really need, although players (when engaged with a campaign) always seem to find other motivations for action (revenge and charity are the two I most often see). But treasure should ALWAYS be there, as an incentive...for engagement, for action. And it always will be there...so long as you, DM provide them with reasons to need the money.

; )

Tuesday, April 23, 2024

Down To It

All right, I'll amend my previous post a tad: youth sports are slightly less safe for kids than playing D&D. My son was injured during our last volleyball game, necessitating a trip to the ER at Children's Hospital. Fortunately, it's nothing terrible: a sprained MCL but no apparent tears/ruptures; he's in a brace and on crutches for a bit.

[for the curious, he made a spectacular, cross-court diving save to get to a ball, popping it over the net and scoring the point. Unfortunately, he landed all his weight on the side of his right knee where the pads don't protect. While the rest of the crowd and team were cheering the play, he was writhing on the floor in agony...we ended up needing to carry him off the court, as he was unable to walk]

So, a bit of a damper on the end of the season, though it made the loss easier to bear (no one was terribly worried about that, given the concern for my kid's health). It was still a helluva' ride, and the kids had a blast...one of my players asked if we could continue running practices till the end of the year just for fun. I told him, 'maybe.'

The positive to this is that our schedule is suddenly much more open than it was: Diego's out of soccer, (flag) football, and golf for the foreseeable future. In fact, for the the first Tuesday in a long while, the kids and I will be free after 4pm today...that's something like 3+ extra hours of time.

Game on.

The kids have been jonesin' for me to run some D&D, something for which I haven't had the bandwidth the last couple months. It's tough to be dedicated to one's craft when you have familial obligations that take priority. That's not to say I'd trade those obligations for the world...I've seen what the other half looks like, and that's not my bag, baby. But it can be frustrating, even so. Patience has never been my strong suit.

[pretty sure I've written that last sentence a hundred times on this blog, over the years]

Now that the opportunity has presented itself, I aim to take full advantage of the situation. The characters are all ready to go. Now, I just need to come up with a small adventure to introduce the players to the new region of my setting: the Desert of Despair, AKA the Snake River Plain of southern Idaho (AKA "the Idaho Deathlands"). My campaign setting is a couple degrees warmer than real earth and the water table is too low (and the region too dangerous) to allow the type of post-1900 irrigation that has transformed Magic Valley (sorry: no U.S. industrial complex east of the Mississippi in my world; folks are stuck with what's in the Northwest), so the area is mostly arid wilderness. 

It's delightfully deadly.

ANYway...need a low level adventure situation to get the ball rolling. The PCs are probably coming from Boise, which suggests "caravan duty"...that old chestnut. But what I need is a small lair, tomb, or bandit camp...not too far off in the desert that they can't make it to one of the (few) townships...that they can encounter around Rattlesnake Station on the road to Bellevue and/or Albion. Maybe there's some nomads that have been harassing the way station, or some local beef with the tribal families. Something. Because the PCs need some experience under their belts before they tackle the Tomb of the Pharoid or venture into the slow mutant lands or invade the duergar caverns beneath the Craters of the Moon

Welp...better get down to it.  Later, gators!

Thursday, May 25, 2023

Writing Adventures

I got back into Seattle on Tuesday. My grandmother passed away yesterday (Wednesday); I got the call at the same time I was placing flowers on my mother's gravestone, one week after her burial.

Life goes on.

***

In addition to all the "real world" stuff I've got on my plate at the moment, I'm currently engaged in a crap-ton of adventure writing. I mean, a LOT.

The re-write/re-purposing of the I3-I5 Desert of Desolation series has been temporarily suspended. Not because it's not a great idea (I mean...I love it), that it's really not suitable (even as an open region of my campaign world) for exploration by characters under 3rd level or so.  And all my players are about to start over (Friday afternoon) with brand-spanking new 1st level characters.

TPKs have a way of resetting things.

SO, I need some low-level stuff to get them up to snuff. Because I've been busy, and because I needed a breath of fresh air, I took the time to comb through the racks and a game shop near my grandmother's house in Missoula. Shout out to Retrofit Games, which had an absolutely beautiful store and friendly/helpful staff, who were able to get me something sufficient for my needs (as well as great recommendation for a cheeseburger in town: Frugal's. Get "the Classic Fix"). 

What I got, was a 20 page DCC Lankhmar adventure module written by Michael Curtis called Grave Matters. I am on record as a "non-fan" of the DCC system (which I've played before, multiple times), but it's close enough to B/X...which is close enough to AD&D...that I can make it function with minimal work.

And I mean minimal. Curtis knows his stuff ("Duh," says all the people who own Stonehell Dungeon, etc. However, this is my first product of his so far as I know). For a measly $10, I got a book with TWO adventures (Grave Matters and Madhouse Meet), neither of which suck, and perfectly suitable for PCs of 1st and 2nd level. The treasure counts are even (well, almost) correct, which is the usual thing you find lacking in OSR games.

SO...yeah, Lankhmar-esque adventure is perfectly fine for my Bandit Kingdom Boise. And with a little x.p. under their belts, it should be a simple matter of slipping the group a treasure map to get them out into the desert...probably a nice way to leave behind past shenanigans.

But campaign stuff isn't the only thing for which I'm writing. Turns out I'm going to a game convention this year...my first since the pandemic...and even though it's not till October, I plan to be well-prepped for the three game slots I'm slated for. The con is called Cauldron, "the OSR EuroCon" and it's supposed to be a celebration of 1st edition AD&D that will play out over three days in Hessen, Germany. Fortunately, it is an international affair and so games will be run in English (the international language of tourists). 

Room and board...and beer...appears to all be included in the ticket price, but you have to bring your own books and dice, and I'm cognizant of my responsibility to represent the USA well (currently, I'm the only Ugly American on the docket). Because I am old and lazy, and because it is one of my most beloved adventure modules, I am re-writing I1: Dwellers of the Forbidden City into something suitable for a three-part, con-style adventure series that...um...doesn't suck(?) too much (??). 

Con games are tricky: you have a few hours to get down to business, and (hopefully) provide a fair amount of game play, with a satisfying (or conclusive) end. Cauldron also has the additional challenge of being run with ADDKON rules (Germany's version of the FLAILSNAILS conventions)...which for me means that I'm not running these as one-offs but as adventures that will impact the PCs even after I've left their schönes Land (und bier) behind. No apocalyptic party-nuking scenarios, just good clean AD&D.

ANYway. It should be great, but I want to play-test those, too. And ideally, that will mean getting my current group up to 5th & 6th level by the end of the summer. Doable...but a tall order nevertheless.

Especially considering Prince of Nothing just announced his (third) annual NoArt-Punk contest. And, of course, I want to enter (again). And, of course, I want to put forth a good showing and build on what I learned in the last two NAP events. And THIS year, the theme is "high level" D&D, something that holds a special place in my heart. My last two entries (one of which was a finalist and got a place in the book) were both written for parties of 10th-14th level. I'm thinking this year's will be more in the 9th-12th level range, but I already have an idea for it and it's a little on the ambitious side: something on the scale of 60-some encounters instead of my normal 30ish. Which (to give you some perspective) would be around 50% larger than all three scenarios I'm writing for Cauldron combined. No small feat, especially considering I need to draw the maps and I suck at maps.

But NAP III isn't due till November 30th. Prince suggested I write it on the long flight back from Germany to Seattle. We'll see.

Yeah: a lot of adventure cobbling going on at the moment, some of it fairly ambitious. But working with monsters and traps and treasures and fantasy scenarios is a welcome respite from dealing with all the other "stuff" that's going on in my life at the moment. And these respites help keep me...mm...stable? Not sure the word I'm looking for ("grounded" ain't it). D&D helps let the pressure off; it's the valve that keeps the steam from blowing the kettle. I'm not sure if my life would function better (or differently) without it, but for right now I'm glad to have it.

Later, Gators.

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.


Monday, April 30, 2012

Proof-Reading in Palm Springs

Writing from a time-share (not mine) in the desert...the first time I've had access to the Internet in...what, three? Four days? You'd think a town with a pro-football team like San Diego would be civilized enough to have ready Web access. Nope. I had to come out to the middle of nowhere to finally access email without paying $15 an hour.

Don't let anyone tell you rich folks don't lead a cozy life.

I'm feeling a little down-melancholy tonight so I'm going to keep this short, as I'm liable to write something I may regret later (I've only just started on my wine, otherwise I'd probably just let fly, full bore). I got to see an old friend today, which was great, but possibly made an ass of myself (which is not great). Had dinner with my Dad which was good. Watched the police haul off a belligerent "patron" in hand-cuffs which was scary.

Okay, maybe things aren't totally cozy in the desert.

Sat down and started reading CDF tonight with an eye towards a "quick proofing" and found half a dozen typos in the first two pages. Ugh. Not really surprising when I think about it...I had a similar issue when I was proofing the first book (and in many regards, that one was a lot easier to write) and this is probably the reason editors were invented in the first place. Unfortunately, I can't really afford an editor (as I said, it's not my time-share).

Well, anyway, I said I'd keep this short and I meant it. I've written a couple long ramble-y missives in the last couple days that I wasn't able to post due to my "connectivity problem;" maybe I'll toss those up this week. Otherwise, I'm afraid I've got too much on my plate already to spend a lot of time blogging till I get back to Seattle.

Now where'd I put that pencil?

Thursday, January 7, 2010

Unfinished Dungeons

No, I am not talking about writing projects left un-done. I’m talking about adventures that have never been completed. For example, has anyone ever actually seen a Kopru in game?

I have NOT…and I’ve run X1: The Isle of Dread at least four or five times. It is, after all, one of my Top Ten Modules of all time. But in all, I think only one adventuring party ever made it to the central “island within an island” and I don’t recall anyone getting beyond the 1st or 2nd level of the temple.

Is this strange to people? It ain’t to me. I’ve run many games that were never finished, their secrets never discovered, their depths never plumbed.

Reading Mr. Maliszewski’s retrospective the other day on S4: The Lost Caverns of Tsojcanth reminded me of this. S4 is one of the modules I picked up in that treasure trove of adventures the other day. I had owned it as a kid, and had also thought it was great. I also remember reading it and despairing at the thought that MY regular adventure group could ever uncover the secrets of the central chamber…just in reading it, the thing seemed damn nigh impossible.

I mean, I’d seen my players (I was always the DM in those days) stumble through the Tomb of Horrors, and THAT adventure at least had a riddle of clues to help players through (multiple parties reached the end of S1, even though none had the proper gear to harm the demi-lich in the slightest). But this thing with the doors and the teleports? Who but the most anal-retentive of spelunkers and map-makers could figure out such a thing? Personally I know I would never have the patience.

Plus the booby-traps at the end, should they actually uncover the treasure? Sheesh!

I did make two attempts to run the Lost Caverns, though. The first time, my players were never able to even find the damn thing in the wilderness. The second time I skipped the wilderness altogether and just said, “all right you found it and are sitting on the door step…what do ya’ do?” They never made it past the first level, getting washed out through an underground river as I recall.

Now certainly some of these adventures were left un-finished by my group due to Total Party Kills (even if their PCs were later “wished” back to life by their friends in town, they’d say “I ain’t going back THERE!”). But often I think the modules were simply too long, too large in scope.

While the players in the campaigns of my youth were clever and creative, and adventurous, NONE of them were of the take-it-slow-and-systematic variety. This idea that people make multiple forays into a dungeon, cautiously mapping and retreating to recover strength? Nuh-uh. The only time they were going back to town was to pick up replacement PCs for the guys that had met their ends underground.

Now part of this can be blamed on the DM (me) NOT making resource management a huge component of the game…I have a noted tendency of playing fast-and-loose with certain game systems especially encumberance, time, movement, and food. D&D isn’t a board game, so I never worried too much about characters’ movement rate…until they were in pursuit or being pursued by monsters. And if you stop worrying about movement, you stop worrying about turns…and how long torches/lanterns last (after 3rd level the characters would generally have access to continual light anyway). Better for the lights to go out at dramatically appropriate times (like when they get dropped in the middle of combat) than after 6 calculated turns.

Encumbrance puts a real limit on the amount of time one can spend in the dungeon…at least if one is hauling up thousands and thousands of coins in treasure. But bags of holding and portable holes certainly ease this burden, as does the B/X rule “all miscellaneous goods = 80coins weight.” When I moved to playing AD&D I continued to retain THAT rule.

As a DM, I never enjoyed being caught up in the minutia…I already had enough on my plate, dammit! Knowing the rules and being able to adjudicate, knowing the player characters and how THEIR gear and abilities worked, balancing player personalities, not to mention trying to know the adventure, DM it, and making the whole thing fun and exciting. If the minutia got dropped, it sure wasn’t missed!

But when the only “resource management” that needs to occur is managing of hit points and spells (I’ve yet to see characters ever “run out of arrows,” though we were pretty good about marking off ammunition)…well, it makes for fairly gung-ho players. Right up till the axe drops.

And that could easily happen when you’re three levels deep in the Halls of the Fire Giant King (unless, of course, you’re armed with Blackrazor…that sword was born to be used with a gung-ho style of play) or at the bottom of the Lost Caverns, or trapped between levels 4 and 5 of the Barrier Peaks nightmare without the correct colored card. If you push deep into the jungles of the Isle of Dread and get lost…well, that food issue will catch up to you eventually (if a wandering dino doesn’t use you to solve ITS “food issue”).

I’ve said before that I think S2: White Plume Mountain is perhaps the best adventure module ever designed, not only for its showcase of D&Disms, but for its over-all LENGTH. It can certainly be finished in a session or two, whether a party is taking it slow-and-steady or blazing away (remember the novel of the same name? THAT protagonist wasn’t making multiple expeditions into the volcano). With 27 different encounter areas (28 including the “end note” optional encounter), S2 has less than half the numbered encounter areas of B2: Keep on the Borderlands or X1 or S4.

And it IS the quantity of these numbered encounters that are important, not what they contain. Even a room that is empty of monsters, traps, and treasure will be thoroughly ransacked, prodded, and poked by the average party of adventurers. I’ve played in games where many loooong minutes were spent poking through a pile of rocks in a corridor despite their (to me) obvious use as a simple “no trespassing” sign. 60 to 80 numbered encounters? That’s not an adventure, that’s practically its own campaign!

Now before I go any further, let me say that I am NOT knocking B2 or X1. These modules are DESIGNED to be mini-campaigns, not one-off adventures. They illustrate their particular play rules (Basic – Dungeons; Expert – Wilderness) and give lots of room for exploration and experimentation with those new rules. Of course, neither one has real “end goals” either…there’s no “winning” of B2, unless I suppose you clean out the entire series of cave complex (though there are notes that new monsters will move into cleared caves). The same holds true for X1 (though I suppose you could extinguish every living monster on the island and turn it into some sort of tropical resort). But modules like S3 and S4 are crazy huge, despite having semi-specific “goals” inherent to ‘em. They might as well be called “mini-mega-dungeons” for the amount of time required for exploration…and modules like I1: Dwellers of the Forbidden City, I3-I5 (Desert of Desolation series), and X4-X5 (Desert Master series)…well I can’t think of these as anything less than mini-campaign settings.

And if your players are like the ones with whom I used to run, this ain’t what they’re looking for. They don’t want to sit down at the game table every week or two and say “ok where are we again? Oh, yeah…still there in that adventure.” My old players wanted new, fresh locales and challenges every session or two. They wanted to explore their characters while adventuring in the game world…they weren’t interested nearly as much in exploring some designer-author’s magnum opus of a dungeon.

When you have episodic adventures…or a campaign composed of them…the PLAYERS begin to create their own meta-plots and story-lines (well sometimes). When you’re stuck in a long, drawn out adventure, sub-plots and such MIGHT form but they become secondary and attached to the adventure at hand…which to me is a stifling of creativity for both players AND DMs.

[hmm…I wonder how Oddysey and Trollsmyth’s current on-going campaign developed. Odd has said this is the first time she’s played in a campaign that took things to this particular depth of character interaction…were her former games played in the mini-campaign or forced plot setting? Or is their current gaming style simply built on mutual rapport and understanding of narrative agenda needs?]

ANYWAY…attempting to tie this back to the original premise, I’ve worked a LOT of modules in the past and have only managed to complete a few…and then only with a lot of diligence and/or particularly “captive” audiences (like my little brother!). And I played A LOT of D&D in the past…the same core group of players, weekly or bi-weekly sessions, with full day and all night stretches. And the majority of these modules were simply never finished. The adventures BETWEEN adventures were (as Oddysey and Trollsmyth could perhaps attest) far more interesting…the intrigues, the rivalries, what was “going on” with the adventurers in the larger campaign world. For me, White Plume Mountain is the biggest site based adventure I want to explore…and think about this: it’s a whole goddamn mountain! Why should a dungeon set in a ruined keep or tower be bigger (what are the dimensions of the biggest tower in the Expert set? 30’x30’ maybe?).

Just some things I’m considering as I set about writing an introductory adventure module to go with my B/X Companion.

: )

Friday, November 20, 2009

A True Expert: Dave Cook Kicking Ass (Part 2)

[sorry, my earlier post was about to explode into an unwieldy amount of text...figured I'd break it up]

Let me just quote a paragraph from the text or two, so you can see why I just saw more and more awesomeness in the X4 and X5 modules:

In encounter 2 of Part 4 (X4:The Master of the Desert Nomads), the adventurers are relaxing with some caravan buddies, elated from an earlier victory over an attack by bandits (by the way, Cook makes good use of all the human "monsters" of B/X...bandits, Normal Men, nomads, dervishes, etc....not just character classes).

If the party remains, they will be the guests of honor at the night's feast. After a thick, syrupy coffee, the merchants will carry in a large platter of camel meat (still on the bone) laid on a bed of rice. Over this will be ladled burning hot grease and melted camel butter until it flows over the side of the tray. Lamshar will then invite the characters to eat. They will be expected to dip their fingers into the tray and pull out balls of meat and rice, dripping with grease. Lamshar and Khel will dine with them, offering the player characters choice bits of camel meat that they have pulled out. After the characters have had their fill (and to only eat a little would be insulting), the other merchants will take their place at the tray. The meal will finish with somewhat green dates.

!!!

Now all that text is DM's Eyes Only stuff...this is not boxed text to be read to the players (though both X4 and X5 include some boxed text). Cook creates a whole culture and adventure EXPERIENCE in under 30 pages of text.

Some might think, that with this kind of loving attention to the background material, the adventure would be short on action. No way. He still has room for a full set of wilderness encounters and a 60+ encounter dungeon (the Evil Abbey), as well as including half a dozen new monsters, pregenerated characters, and mini-mass combat rules. And that's JUST X4! X5 is another great 30 pages...this is practically a mini-campaign setting between these two modules.

X4 was published in 1983, the same year Mentzer's Basic set was coming out. X5: Temple of Death was also released in 1983. This is before Mentzer's Expert set or Companion rules hit...

X4 has no shortage of interesting tricks and traps (here come some spoilers folks). For example, back to the previously quoted encounter: all PCs taking part in the feast have to make a save versus poison ("I don't know if it was a piece of under-cooked camel or the green dates, but I'm not feeling so hot..."). Those that FAIL are up all night with indigestion. However, those that are AWAKE get a shot at stopping a sneaky little critter that ransacks the camp that night.

How cool is that? The characters that SUCCEED get to brag about their iron constitutions, but the ones who FAIL get a shot at being heroes later on!

There are a several of these kinds of switcheroos...an ancient Champion of Law that is so obviously the inspiration behind the Scorpion King of The Mummy Returns film (yep, it's now gone bad...)...others friendly NPCs that aren't what they seem (similar to The Jade Empire video game)...plants and double-agents. And am I the only one that sees the Nagpa monsters the direct antecedent of Games Workshop's Lord of Change greater daemon?

Cook also corrects one of the issues I have with X1: The Isle of Dread, though it sets a bit of a bad precedent to later adventure modules. In X1, adventurers can wander around a huge island wilderness for days or weeks without encountering anything but wandering monsters due to encounters being in certain set locations. Players (and the DM) basically have to get lucky (or fudge) if they want the party to run into a particular set piect. In X4 and X5, the wilderness map is set, but the location of the encounters are not...players will experience each encounter when the DM deems the time is right.

Now when I say this is a dangerous precedent I say it comes dangerously close to a linear railroad type adventure...where the only thing that can happen is "players succeed at encounter and move onto next" OR "players fail at encounter and die ending adventure." Adventure path or "story path" in the end all you're doing is living the author's fiction...with widely varying degrees of control (depending on the level of authored NPC involvement). When this happens, it doesn't matter how cool and interesting an adventure...your game play is no longer a collaboration between creative minds, and that's a shame.

Cook avoids this pitfall, and he does so through a number of ways:

1) With a couple exceptions, wilderness encounters need not occur in a particular order. The DM is just ensuring they occur...that's part of the adventure (just like dealing with the throne room or the demi-lich is part of the Tomb of Horrors...there are specific bottle-neck points).

2) Success or failure at a particular encounter does not necessarily derail the adventure. For example, in X5: Temple of Death players don't HAVE to get into the flying ship (flying ship? Yeah, as I said, both these modules are frigging awesome). And in fact, even though it would expedite some things, doing so leads to its own dangers (I shan't elaborate for the benefit of folks that haven't played).

3) In both modules there is a centerpiece dungeon that players will eventually find, and unlike, say other modules, there is nothing linear or pre-scripted in what happens once "on-site." Hell, the dungeons don't even include the boxed text that is present in the wilderness encounters! They are wholely Old School dungeons, complete with Gygaxian ecology and wide open for exploitation by creative adventuring parties.

4) There is no force used upon the PCs through the machinations of NPCs. Players are still calling the shots about what happens in the adventure.

For all these reasons, I don't feel the modules are forced or contrived. Heck, they're even less so than the Desert of Desolation series, with which they share certain superficial traits. Despite the lower production value, Dave Cook's two-part series may actually blow the Hickman and Weiss masterpiece out of the water. Well...it's hard to say, though, as I've had such a love of the I3-5 series for so long.

As far as a B/X adventure? It is easily the best pre-packaged adventure I have ever read for B/X or BECMI. Hands down...it is head-and-shoulders above both B2: Keep on the Borderlands and X1: Isle of Dread. And seeing as how THOSE two made my Top Ten All Time list...well, I might just have to re-do the list.

The thing is, Cook's modules are not designed for kids. Or maybe they are, but they have a very mature, adult sensibility. The power of organized religions? Demons and possession? The need to use wits and stealth over hack/slash/fireball tactics? This ain't no pick-up game for ten year olds, no matter what the Expert set box says.

Of course, we ARE talking Dave Cook here. The designer behind I1:Dwellers of the Forbidden City and A1:Secret of the Slavers Stockade. Snake people and slavers? The guy has a Swords & Sorcery mentality that doesn't quit.

And he brings that S&S style to both X4 and X5. THESE are the potential of the D&D Expert Set...THIS is the kind of mentality I am trying to bring to my Companion set. If Cook had written the sequel to B/X instead of Frank Mentzer, I might have never moved over to AD&D. And, heck, I HAVE made B/X my game/drug of choice after all these years...

Dave Cook is my F'ing hero. Like Gygax and Arneson he should be up on the pedestal of RPG Masters. And, yes, I do realize the total irony with which I write that given his spearheading the design of 2nd edition AD&D leading to the saturation of TSR with sub-mediocre material...but you know, anyone who could take the original mishmash of AD&D and re-organize it has got to be appreciated for design chops regardless of how one views the end result...and I DO appreciate it, even as I loathe the game itself.

Mr. Cook, even as I try to dissuade folks from playing 2nd edition, I will heap praises on your name for your Expert work. And X4 and X5 are shining examples of why B/X is indeed the best version of the game to play. Bravo, sir.

Um...but one, little, tiny issue, Mr. Cook sir. Encounter #2 in the Catacombs? In X4 on page 28? There's no such thing as a "permanent Magic Mouth spell" in B/X D&D...there's no Magic Mouth spell at all.

But one flaw in two modules (for a guy publising in two editions at the same time), is pretty flawless in MY book.
: )

A True Expert: Dave Cook Kicks Ass

Sometimes I worry that I'm a crashing bore. Sometimes I worry that someone I know is going to read something uncharitable I say about them and feel hurt. Sometimes I worry that I'm going to step on someone's feelings just because I couch my opinions with in a bit of inflammatory prose.

Mostly though, I don't worry too much about it...I know I've got my insecurities, and my worries are only as strong as my thought that I'm throwing typos and grammatical errors left and right. If I stopped to worry about all this...well, I guess I'd just be reading blogs instead of writing one.

But folks who've been reading know that I do detour off into the occasional attack post regarding...oh, pretty much everything at one point or another. But those same readers know that I save an especially large share of my bile for a particular edition of D&D...the 2nd edition. I mean, I have turned the cold shoulder to D&D3+ and completely ignored the fact that 4E exists at all. Why, why must I rail against all things 2nd edition.

Um...habit? Who knows? Who cares? Damn...it's just one guy's opinion!

However, in launching so many attacks at the game, it's possible (however slightly) that I might be pissing all over David "Zeb" Cook, the lead designer for that particular edition of the game. I don't know...does he consider it his "baby?" Well, anyway, if it seems like I've got a bone to pick, let me state right for the record now that I do NOT.

Dave Cook is a frigging' genius.

Maybe genius isn't the right term...I want a term like savant, but in my head that always has the word "idiot" at the front and I don't think of Mr. Cook as an idiot. Master might be a better term...you know, like the Old Masters of the Italian Renaissance?

Dave Cook is one of the true masters of D&D. If Gygax is the equivalent of Da Vinci, Cook has got to be Michaelangelo. Maybe that's not a fair comparison (Robert Kuntz might feel he's heir to the Michaelangelo title)...but certainly Dave is one of those Ninja Turtle names.

Mr. Cook's old school cred is not in question...he was working at TSR for a long time, and prior to AD&D2 worked on a whole slew of things. Just looking at the works credited to the man on wikipedia, I see a whole lot of stuff that I've owned and continued to own, all of which I certainly enjoyed in my youth: Unearthed Arcana (with Gygax), Star Frontiers, A1:Slave Pits of the Undercity, B6:The Veiled Society, BH2:Lost Conquistador Mine, X1:The Isle of Dread (with Moldvay). I can honestly say that I have used and played everything I've ever owned that was written by Dave Cook. And some things...noteably X1 and I1:Dwellers of the Forbidden City...I have used and played extensively with multiple gaming groups.

Of course, just being the hand behind a lot of good product isn't enough to qualify one as a "master" in my book. Lawrence Schick hit a homerun out of the park with S2:White Plume Mountain, but in my opinion one (exceptionally wonderful) adventure ain't enough. And quantity's not enough either...Doug Niles, I'm looking at YOU.

[there I go talking smack again! bad JB!]

It's only the last couple days that I've decided Cook is firmly in the master category...and this is DESPITE AD&D2 and the non-weapon proficiencies of Oriental Adventures. I've been reading his modules X4:Master of the Desert Nomads and X5:Temple of Death.

They are superb.

Taking into account his work on X1:The Isle of Dread, I can only come to the conclusion that Mr. Cook is a true master of B/X, ESPECIALLY mid-high level play or what might be termed "Expert D&D" (hell, even I1:Dwellers of the Forbidden City is designed for characters level 4-7). No wonder of course when one considers he was the main force behind the incredibly underrated (in my opinion) D&D Expert Set.

Underrated? Hell yes! I played Expert for a loooong time just subbing in the AD&D Monster Manual before I ever got a DMG or PHB. And many of the standard rules from the Expert set were simply 'ported in to AD&D once we started playing AD&D, including all wilderness movement and naval combat stuff. Sure Expert, like Moldvay's Basic, was just a streamlining and codifying of the original LBBs, but they were done in such expert fashion that they were a lot easier to use than either the LBBs or AD&D. And let us not forget that aside from a few extra clerical spells and Larry Elmore art, Mentzer's Expert set is pretty much word-for-word the Cook/Marsh book. And a lot of people still prefer BECMI and the Rules Cyclopedia.

But let's talk about X4 and X5. Wow. Just wonderful. First off, now I understand why the Expert set bothers to throw both Nomads and Dervishes into the mix. Cook uses every last scrap of Expert goodness in these two adventure modules. After playing through it, players will never relegate ESP and Dispel Evil off into the realms of the "optional miscellaneous" and creative use of spells in general is going to be particularly important. Heck, just about every magic item in the Expert set makes an appearance in one place or another, and scrolls and potions feature prominently...the NPCs sure aren't afraid to use 'em to good advantage!

The monsters are clever and their tactics explicit (very nice for a DM, very challenging for the players...and thanks to the fact this is B/X not 3.5, combats are still a dream to run). The new monsters are especially cool...comparing the Soul Eaters to the Death Leeches of CM2 for example and Cook's creations win hands down as interesting, challenging, while not being "F the players" AND they all have nice "personality." I prefer the new critters in X4 to the ones in X5 (the Fraggle Rock geonid look downright silly), but the Dusanu and Malfera are totally worthy opponents.

There are a LOT of demonic type creatures in the game...monsters like the Malfera, Spectral Hounds, and Soul Eaters all hail from different dimensions or planes (the Nightmare Dimension? the Vortex Dimension?) that don't conform to any particular "D&D Cosmology." I LOVE this. Cook displays what the REAL potential of B/X is...you can make your games a grim Sword & Sorcery tale and completely leave out the Immortals of BECMI or the planar/clerical specifics of AD&D and later games. B/X has THE EXACT SAME OPEN-ENDEDNESS OF OD&D, except that the rules are better written and organized.

And Cook only uses what he's got...unlike Moldvay's X2:Castle Amber, there is no speculation of what a 25th level character would be like (c.f. Stephan D'Amberville). The highest level character in either book is 14, where he ended his own Set. His additional rules are nothing that would later need to be retconned.

For example: the people of Hule worship Chaotic deities. Which Chaotic deities? Who knows? Who cares? Doesn't matter because they are DEITIES and they work in mysterious ways, granting strange powers to some and undying life to others, and flaming damnation to the poor souls that drop down the wrong chute. Ha! Does everything need to be codified (BECMI, D20...I'm looking at YOU)? Nah...I don't think so.

These modules reiterate all the things I love about AD&D that I hated in later editions...edginess and open-endedness ("an anything goes mentality"). Except it uses B/X...wow.

Monday, August 10, 2009

Top Module #8: Oasis of the White Palm



For all the grief OS folks give Margaret Weiss and Tracy Hickman, I have got to say that I really don't share in it. First off, while I read the (first six) Dragon Lance novels, I never played (or owned until the last couple years) any of the DL modules. My fellow DM, Jocelyn, did own three or four, but because of the cement of the setting and story-line, we never bothered to actually run any of 'em.

Furthermore, while Ravenloft WAS run in our campaign (again, by Jocelyn) I didn't take part in the adventure that particular session, so I can't tell how it went at all. The one time I tried running Ravenloft myself, we (everyone at the table) got bored with it and gave it up before we even met our first gypsy witch. Truth be told, while I own the module still, I don't remember hardly a thing about it.  I should probably re-read it one of these days.

No...besides the Dragon Lance novels, the main experience I have with the Weiss/Hickman duo is the awesome Desert of Desolation series (I3, I4, and I5).  I've never owned the "super-module" version, but I have two copies of each of the original modules.

What a great set...what a great setting! I've written before that I love blood and sand adventures, and anything vaguely "Sinbad" or Egyptian falls readily into that category as easily as Rome and gladiators, so it's not surprising I'm a fan. However, I came to these modules rather late in my DM'ing career...I actually never had the opportunity to run this for my original gaming group (Jocelyn, Matt, Scott, Jason, etc.).

First off, while I saw I4: Oasis of the White Palm and the grinning djinni on the cover many times at the game shop, it never intrigued me. A giant blue man? Nah. He was smiling for god sakes! If the cover had had a glaring efreet....well, maybe. Secondly, it was only for mid-level adventurers. The PCs in our games were a LOT higher than 8th level. Taken together, the module just wasn't as sexy an option as other choices on the shelf.

Then, of course I finally acquired it and found that it was part 2 in a three-part series...and it took me years before I was able to find a copy of I3: Pharaoh. Completionist that I am, I only ran I4 as a stand-alone for the occasional one-off game (cousins, my brother and his buddy, etc.), not for my regular game group.

Too bad really, because it is fantastic.

Of the three, I find Oasis of the White Palm to be the best and the only one worthy of my Top Ten list of "best modules" (coming in at #8).  Truly, all of 'em are great and they offer real old school AD&D entertainment: plenty of dungeon crawling, monsters and undead, tricks and traps galore.  Yes, there is a very specific plot and some end objectives, but the characters themselves are more of the hoodwinked than heroic variety. And while a party may fail to break the curse that created the "Desert of Desolation," there are still rewards to be had...the fate of the world does NOT rest upon the PCs. Also, the adventures do NOT tell the story of some uber-NPC.  The PCs either help the NPCs in the modules or they don't...but they are the protagonists in this particular adventure.

I3: Pharaoh and I5: Lost Tomb of Martek, the book ends of the series, are mainly dungeon crawls...yes, there is some outdoor travel with a few planned encounters, but for the most part they are just "what happens on the way to the dungeon." Oasis is the real meat and potatoes adventure. 

I4 can be used as a stand-alone adventure readily. I've read other folks' accounts on-line where they spent weeks and weeks of game play in the Oasis because they couldn't "figure out what to do." The fact that you can do so much with the module speaks volumes. The adventure includes two full multi-level dungeons, a city in ruins, and a detailed town (the Oasis of the title) in addition to the desert wilderness setting...really a ton of adventure packed into not very many pages.

The dungeons themselves are nothing but the coolest of non-standard encounters with fiendish, fiendish traps.  The "maze of light" is the kind of thing I was designing in my own adventures, and the Pit of Everfall is just a bowlful of awesome. A pit that leads to Pandemonium? The minions of Set?  A gigantic chasm filled with an ARMY OF UNDEAD and only a single bridge across?  Holy guacamole! 

The fact that the wandering desert encounters has the equivalent of lance-wielding bedouins riding pegasi and the gigantic vicious purple worms just make the thing all the more crazy-cool. But I absolutely love the intrigue and adventure that can be explored in the Oasis itself...a desert outpost with legends and history that tie directly into the adventure's story.  

This is adventure design at its finest.  I think Weiss and Hickman really reached their peak with I5, regardless of the "cool maps" and plotting of Ravenloft.

I know I haven't mentioned him in awhile, but I would like to note that Alejandro and Company cut their mid-level teeth on the Desert of Desolation series (from Pharaoh to Martek). This was before Alejandro picked up Blackrazor (and a good thing too with the abundant legions of walking dead!), back when Big Al was simply a two-handed sword Weapon Specialist rather than the force of destruction he was to become.  

[I do recall Al and Arioch  finding a copy of the Necronomicon in the Oasis bazaar, but I don't recall the party ever using it (never a good enough reason to risk insanity I suppose). However, it seemed to fit the whole genre...was Set and Elder God? Perhaps. This question was never answered in the campaign]

ANYway, it IS an excellent adventure module and one worthy of praise (in my opinion). I would certainly be willing to run it again, and if one isn't too tied to the original game background, it wouldn't make a bad "jumping off" point for starting an Arabian Nights (or Knights) type of campaign.  If I were to ever convert it to B/X I would probably do just that...starting the players off in the Oasis itself, allowing them to find the Pharaoh's or Martek's tomb only after acquiring the need for the Star Gems...hmm, not a bad idea at all, really.

Ah! The place is set! I must do this!

As soon as I have the free time, of course....

**EDIT: I actually finished this post at 11:38pm after getting home from a Seattle Mariners game. I don't know why these things insist on carrying the timestamp of when I started the post!**