Showing posts with label playtest. Show all posts
Showing posts with label playtest. Show all posts

Thursday, August 28, 2025

Play-Testing Complete

Still at Orcas. A fine, fine day with plenty of sunshine, hiking, good fellowship, and the eating of seafood. So much seafood.

(*sips wine*)

We also finished my final play-test of the tournament module that I plan on debuting for this year's Cauldron convention. My own players (kids..they're just kids) did quite a bit better than those (adults) who sat down at my last play-test, suffering only three deaths and coming away with some 60k+ in treasure. But it was a pyrrhic victory due to...well, I'll let your imagination fill in the blanks when it comes to the whys and wherefores.

Diego was miffed (for the most part) because, in the end, they'd left so much treasure on the table. The adventure is downright fiendish...I am VERY pleased with how it functions, as it should bring a lot of grief and suffering to the players if run correctly. I need to polish up the text a bit to make sure there's proper instruction for the DMs as to HOW to run it. But this shouldn't be an easy "cake-walk" in the same way (some) people referred to last year's module.

[and just to be clear: when I ran last year's adventure for my home group, it ended in a TPK]

[which reminds me: best line of the evening tonight: "Yes, we suffered two deaths so far. But one was a suicide and the other was, also, technically a suicide." Oh, my. We laughed so hard the kids were worried I was going to faint...]

For a group of 6-8 Euro 1E aficionados...yeah, maybe they'll find a way to break the thing over their knee. And that's fine; that's part of the game. I've been seeing players wreck my crafty machinations since I was a kid...it is what players do (duh). But my job is to make them work for it; it's no good if they find things too easy. 

Iron sharpens iron. And I want my players to be honed to a hair-splitting razor.

SO...polish the text for clarity and context (in terms of running) and then I'll get it out the door to the Cauldron organizers who (it seems) have appointed me "tournament director" for this year's con. Which just means (I think) that I get to decide the winner of the tourney. Which is, like, cool and everything (so long as they provide the medals)...but I'm less concerned with 'winners' and 'losers' and more concerned that people just have a good time running (and playing) the adventure. THAT is what we're all there for, after all.

Besides, I have three more adventures I have to write/prep/test before I leave town. ALSO, I should probably get on the task of buying my plane tix to Germany. Jeez, I'm a disaster!

Okay. It's after 1:30am and I need to get some sleep. Tomorrow's our last day here and it promises to be filled with pickleball and homemade pizza (among other activities), before I'll be catching a ferry back to Sea-Town (by way of Anacortes). It is time for BED, folks...hiking Mount Constitution, watching the Sounders drub LA Galaxy, and spending a couple hours in the dungeon really takes its toll on a person. 

Besides...my wine glass is just about empty.

(*drink*)

; )

Thursday, August 7, 2025

Playtest Results

So, somewhat surprisingly (given that I provided incredibly short notice to people) I had several players show up to last night's playtest.

Vance, Shaina, and Matt were all "older adults" (read: my age, give or take a decade) who were familiar with AD&D. No 5E players sat down at my table but, to be fair, I was a little late getting to the shop and by 6:20 (when I arrived) a lot of tables were already "full up." Matt, bless his heart, was there early waiting with beer in hand for my arrival. As soon as I pulled my 1E tomes from my backpack, he sauntered over to introduce himself.

Vance and Shaina arrived a few minutes later, having just seen my blog post about 20 minutes earlier (!!). I'd actually met them before, at the last DragonFlight convention I attended (2019, I think? Yep)...we'd all sat in on several games together. Anyway, it was both flattering and impressive that they'd show up at the drop of a hat, so I hope I gave them a good game.

[they did say they had a "fun time"]

The adventure was written for six to eight players, as that's the usual number to expect at a Cauldron table, so it was going to be a bit tougher for three. I made adjustments to one or two encounters, but for the most part they handled things in a fairly clever and cautious manner, successfully navigating some 15 out of 24 encounter areas (by "successful" I mean "surviving"). Vance lost two characters over the course of the session, including Bruti the dwarf (a pre-gen from Dwellers of the Forbidden City that I have made a staple of my pre-gens since Cauldron I)...the first time I've seen that character fall in battle. Unfortunately, Bruti was carrying most of the treasure they'd found so when they did decide to retire (being low on hit points and out of healing magic) the party ended up with little to show for their efforts; maybe something like 20,000 gold pieces worth? Out of a potential 500K+.

[due to "circumstances" Bruti's body...and the treasure...were unrecoverable. Mainly because the other party members fled the scene as quickly as possible]

SO...good times. A 40% mortality rate is, perhaps, a little higher than I'm looking for (20-30% is about right) but, again, they were working with a smaller party than expected. Over all, I'd say the group played competently. It will be interesting to compare their results with my own play group (the kids) next Friday; they'll have four players, including one complete newbie (a never-played-before friend of Sofia's). 

Should be fun. Or a bloodbath. Or both.

ANYway...I am slightly (slightly!) disappointed that I didn't get any 5E players at the table; I was expecting to have to give my "conversion spiel" to folks, and missing that opportunity feels, in retrospect, somewhat like...well, like a missed opportunity.  But, yeah, that was my own fault for not giving enough notice (on the shop's discord channel and elsewhere). I was contacted by more than a few people (via email) who had interest in playing but already had other plans for the evening.

I promise that NEXT TIME I'm running a public game (and I hope to run at least three more playtests before the con in October) I'll let people know a couple weeks in advance. 

Now I just need to finish writing those three adventures.
; )

Thank you very much to Matt, Shaina, and Vance. I really appreciate you folks coming out and playing...it made my evening!

Wednesday, August 6, 2025

Playtest

Tonight I'll be running D&D for (presumably) random strangers.

I've finished writing the tournament module for the 2025 Cauldron convention and need to test it. Around the Table Game Pub in Edmonds has an open table "D&D" night on Wednesdays from 6pm till close, and they've told me there's space for me to run a game. 

We'll see if anyone shows up.

[I am suddenly reminded of the first time I tried to run a B/X game at my...now defunct...local game shop and having no one appear. When was that? Oh, yeah: August 8th, 2010, almost 15 years ago. Perhaps history will repeat itself...at least this time I was able to leave a couple messages on the shop's discord channel]

My own players (my kids) want me to run the game for them next Friday (when we have their friends over for a sleepover) and I will, but as this is the tournament adventure for the con -- and will be run by more DMs than just myself -- I'd like to get it tested as early and often as possible before I release it 'into the wild.' 

One VERY interesting thing: the "open D&D night" is open to all editions of the game but MOST people that show up are running/playing 5E. Taking a 1E adventure to Cauldron (where the people are expecting 1E) or running the game for my players (who know what to expect) is going to be a different experience from having to "re-train" 5E players on the fly. Yeah...I'm very interested to see how this turns out.

Hopefully, people will show up.

Regardless, I'll post a follow-up telling how things went.
; )

Saturday, June 22, 2024

"D&D Is The Best"

My family will be leaving town on Sunday, and I don't plan on bringing my laptop...it'll be a couple weeks before you see much (if any) blogging from Yours Truly.  But I want to leave folks with something to chew over...

We've been continuing our play of Dragon Wrack this week...session #5 was Friday, and we put in a solid four hours, though I'd estimate the total play time prior to be something in the 10-12 hour range. Kids are having a great time, the title of this post was an un-prompted quote from my daughter towards he end of the session, after a pretty good battle between the party and some 14 elite gnolls. 

The running has gone much smoother, now that we're into the heart of the thing; I am much more pleased with the adventure than my initial impression. Yeah, there are still frustrating bits: it really needs some organization with regard to which troops are where and when and available, and responses to invaders (like the PCs). But MOST of this is there already, and I've been able to dig it out...just procedurally slower than I like (due to the lack of organization). Yet another reason not to write your adventures too big.

The time pressure aspect is great. Heck, the scenario itself is pretty great. But best, perhaps, to describe the action in specifics for the interested, rather than gush without context.

*SPOILERS* to follow.

As I wrote before, the players decided to leave the majority of the party behind in order to scout the temple-fortress of Tiamat using Salamander (elf assassin) and Potter (half-elf fighter). These are my kids' most successful PCs to date; they break them out for tougher adventures, and they've had more than their fair share of good luck in surviving. They took a total of eight party members with them, replacing Tanin and Teek among the pre-gens with their own PCs, and bringing along Carnen, Father Ellis, Goldie, Gythwynn, Hasslehoff, and Raistel...a good mix of fighting, magic, thieving, and healing. Because of their party selection, their adventure started on June 11th of the scenario timeline, the same day the Black Wing of the Dragon Army was scheduled to arrive from the south (although the players got to start their day at dawn, and the Wing wouldn't arrive until afternoon).

Not that it mattered, as they ended up waiting for the army's arrival and joining the train of orcish troops filing into the fortress. Gythwynn cast invisibility on Potter, Sal disguised himself, and the two were able to skate their way through the section reserved for the Black Wing...up until they were confronted by an officer and some troops and decided to blood themselves. This led to a frantic flight through a (fortunately) empty section of the fortress, eventually ending up in the dungeons below the main temple level. 

Despite the Black section being on alert, the training grounds were still somewhat understaffed (the Black Wing only having just arrived) and Salamander managed to bluff his way past the skeleton staff in the dungeon area as 'just another orc' informing the troops about the alert. Potter, at this point, was STILL invisible, just tagging along with Sal (i.e. staying close at hand) without breaking the enchantment. Together the pair found their way into the massive Hall of Obeisance, (rightly) guessing they were on the precipice of Tiamat's lair...and turning away as quickly and quietly as possible.

Instead they found themselves in the Court of Inquisition where the Grand Inquisitor was sharpening his knives. Un-fooled by the assassin's disguise and paltry excuse, a melee ensued with Potter breaking the invisibility spell and landing several devastating blows. The wizard was unable to get a single spell finished before being gutted (he lost initiative every round, despite using 1 segment spells). After looting the body, they first tried disguising the fighter (this failed miserably) before the assassin decided to imitate the G.I. himself. The pair then decided to split up in order to look for their imprisoned companions.

[the adventure contains 12 pre-generated characters. Players choose which character they will use to a maximum of TEN; all non-used characters are considered imprisoned and can be found and freed to create allies...or replace dead PCs...in the adventure]

Their idea being to add "muscle" to the party on the inside. At the same time, they had told their companions outside the temple to wait until midnight when Sal and Potter would drop a rope down from the roof, allowing everyone to scale/invade the place from the top. At this point, they still had 4-5 hours till the appointed time.

Splitting up proved...not terribly effective. Salamander did find the Inquisitor's chambers (treasure!) and secret laboratory, along with the G.I.'s apprentice (a 12th level magic-user). Another fight ensued and the assassin had to make several saving throws versus wands (paralysis) before finally dispatching his foe. Fortunately, his bag of holding was far from full, as he carefully wrapped and stored more than a dozen potions of unknown type.

Potter meanwhile, had found himself in an upstairs shrine, before somehow managing to end up back in the Hall of Obeisance, just in time to encounter a huge congregation of Dark Priests (more than a dozen) preparing for their evening services). Running through the twisting corridors, he managed to avoid being pinched, but ended up back in the Black Wing section, where he was forced to butcher a few temple guardsmen as well as a pair of orcs guarding the armory.

He then stumbled into the lair of Umudabrutu, the ancient mount of the Black Wing's dragon lord.

Surprise was rolled and, unfortunately, Potter was surprised. Even more unfortunately, 'Blackie' (as the orcs call him) was not surprised, nor was he asleep (50% chance). Having heard the alarm horns above and now seeing a half-elf warrior, bloody sword in hand, the great beast uttered but one word ("No.") before unleashing a stream of acid at the adventurer. Potter had 61 hit points; the dragon's breath weapon did 64, reducing him to -3 (failed saving throw)...still alive, but just barely clinging to life.

Several of the PC's magic items were destroyed by the acid, including his boots of elvenkind and ring of free action. However, his ring of regeneration (just acquired from the Grand Inquisitor and worn, but unidentified) DID survive. I ruled that the ring could do nothing to heal the acid damage (acid being acid), but the ring would prevent the character from losing further hit points from pain/trauma. A perpetual state of suffering...until Umudabrutu decided he wanted a snack. At this point, the dragon was content to return to his slumber, assuming the intruder had been dealt with.

Meanwhile, Salamander was still exploring the dungeons, disguised as the Grand Inquisitor (I gave a higher chance of failure for attempting to imitate a specific individual). He bluffed his way past the skeleton crew of hobgoblins in the Green section, and found his way into a dragon cave of his own...albeit one without the dragon (the Green Wing of the army still marching back from Coeur D'Alene, and not expected to arrive till June 16th). Dumping most non-essentials from his bag of holding, Sal proceeded to search and fill the thing with all the choicest goodies he could find...after several hours spent digging through the piles (I wrote up some procedurals in the module for searching dragon hoards...given that there are several in the adventure); he'd manaaged to catalogue several dozen pieces of jewelry and fine gem stones, a number of "unusual" (read: magic) items and some 10,000+ coins of gold and/or platinum, filling the thing to bursting. He then threw the (now large) duffle over his shoulder and left through a long, natural tunnel which...after about an hour's walk through filth and excrement...exited in the the dragon pits dug outside the city walls, the designated area for the Green army to bivouac.

From there he hiked back to town, scaled the wall, pulled his sack up with a rope, and made his way back to the inn where his compatriots waited.

Now for the bit "particular to JB's campaign:" I have written before that I allow PCs to advance in level without training (after a period of rest/reflection, though only between sessions and generally once they have left a dangerous environment). However, we have an additional, long-standing house rule with regard to players who have been "zeroed out" on their HP totals: if advancement and level increase brings enough hit points to raise a character above zero HPs, then they do NOT require the mandatory week of rest (or use of a heal spell) to get back to adventuring shape. Call it our 'homage' to literary/heroic adventure fiction stuff. 

Anyway, when we calc'd the x.p. at the end of the session, we found that Potter had leveled up to 8th, based on combat experience alone. A roll of the D10 gave him another six hit points, putting his total back up to three, allowing him to 'get back into the fight.' The ring of regeneration still wouldn't function with the acid burns but the half-elf had a potion of extra healing stashed in his backpack (which had miraculous made its save versus acid) and...at the beginning of our next session...was able to sneak away without waking the dragon.

Potter thence made his way to the armory...still unguarded at this point...where he found replacement boots, a closed-visored helm, and some Black Wing livery, before moving on. In the training hall he encountered a large troop of Black Wing soldiers marshaling into patrol groups to look for "the intruder" and was able to pass himself off as one of them, thanks to his fluent orcish and rather scarred and discolored (as yet unhealed) flesh. 

Potter spent the next several hours marching the halls before being relieved and sent to the barracks for rest, where he was able to grab a bite to eat and retire without being discovered...the other troops generally exhausted from marching all day and then the late night alert duty.

While the half-elf slept, Sal and Co. formulated a new plan of action: they would use the dragon pits as their way of ingress into the temple complex, find their missing (imprisoned) companions and sack the place from below. The bag of holding was emptied into several trunks and armoires, which were moved to a single inn room and wizard locked. The party left the city through the northern gates before first light, hearing rumors that the Red Wing was on the march and would be arriving sometime that day (June 12th). Coming in through the (still vacant) Green camp, they made their way down the tunnel to the 'hoard cavern,' and then up a set of stairs back to the main level of the temple-fortress.

Luck was with them as they encountered no patrols, despite the place still being on alert. Finding their way back to the throne room, Sal deduced that there may be SEVERAL un-guarded dragon hoards worth plundering, and they cautiously launched a systematic approach to finding these. Still disguised as the Grand Inquisitor, a squad of frost goblins were bluffed into letting them past, where they discovered the assassin's theory was indeed correct and they uncovered another hoard...though a paltry one in comparison to the earlier offerings. Still, the use of detect magic allowed the group to sus out any enchantments buried in the pile, and they spent a good deal of time collecting the best the hoard had.

Potter, meanwhile was awakened and fed, before being assigned to patrol duty again. "Our spies tell us the Allied host will be here in three days time, and we still need to drill and prep. The Red Wing should be arriving this afternoon and we don't want to look like fools!" On patrol circuit, the half-elf was able to sneak away as they passed through the Grand Hall and hid himself in an empty antechamber, trying to figure a way out of his predicament.

20 minutes later, the sounds of booted feet entering the Hall heralded the arrival of a motley crew of adventurers, reuniting the invaders.

After swapping stories and sharing intel, "the Plan" continued: the group made their way to a new section of the fortress, intent on finding the red dragon's hoard before the Red Wing arrived. What they encountered instead were mailed duergar clad in blue livery...soldiers who were not fooled by the inquisitor's act. Spurning caution, the party cut down the dwarves and then descended a stairwell which did, indeed, lead to a much larger hoard. Overjoyed, the party began looting the place of gems, jewelry, detectable magic and valuable coins, while Potter (quite healed by his clerical companions) kept a lookout at the top of the stairs. 

The attack, however, would come from below: a side passage through which streamed a dozen or so duergar soldiers.

The melee that ensued went well for the thiev...er, "heroes," and minimal damage was sustained. After inspecting the corpses for loot, they hid the bodies beneath piles of copper and silver, and spent another hour or so filling their bags of holding (the party had two) to capacity. However, rather than escape through the (presumably empty) blue dragon pits, they decided to once again go back to the main level and seek out the final hoard, deciding it was probably the biggest prize in the place.

Again avoiding patrols, they investigated the one section not yet explored...and blundered into the gnolls guarding the Red Gate. Horns were sounded and battle was joined...and then 10 more gnolls up from the training grounds below attacked from both the flank and rear of the party. Sacks were dropped, loot was scattered. The battle was fierce (elite gnolls are no slouches), but a well-timed (and well-placed) fireball from the mage wiped out half the beastmen. The remainder died to the last, stoutly passing their morale checks. 

And that's where we left off. 

It is almost noon on June the 12th. The fortress is in a state of alarm. Although currently under-staffed, the Red Wing is fast approaching. The party is currently standing in the midst of a massacre...and 120' away from the stairs that lead down to the hoard they've been searching for. Lord Hurneth, high comander of the Red Wing, will arrive at the fortress at approximately 2pm. When he does, it will be astride Usumgallu, his ancient red dragon. Tired from the long journey, the huge red will crawl through the gate and go down to his hoard, hoping for a good rest. If he finds his hoard disturbed (or in the midst of being looted) he is likely to be...unhappy.

[Lord Hurneth will be at the head of his elite soldiers: some 300 gnolls, brigands, ogres and officers, as well as 100 of the hell-fueled Red Berserkers, his crack terror troops. These will quickly take up residence in the section designated for their wing]

Escaping from Usumgallu's cavern through the dragon pits (as Salamander did the evening before) will be problematic, as the Red camp will be occupied by the remainder of Hurneth forces, including hill giants, trolls, and another five red dragons. Prospects for survival in that direction appear...grim.
; )

[something-something 'enough rope to hang themselves'...]

All right, that's enough. Apologies for the length of the post but, as I said, I'll be out for a while. I doubt we'll be getting in another session before we leave, so notes like these will help me remember the situation when we get back into town. Thanks for the indulgence, and I'll write when I get back.

Current Party Status:

Salamander (9th level assassin): 26 of 52 hit points
Potter (8th level fighter): 54 of 67 hit points
Carnen (10th level fighter): 77 of 92 hit points
Father Ellis (10th level cleric): 49 of 54 hit points
Goldie (11th level bard): 84 hit points
Gythwynn (5th/9th fighter/magic-user): 33 of 40 hit points
Hasslehoff (12th level thief): 33 of 52 hit points
Raistel (11th level magic-user): 34 of 38 hit points

Sunday, October 15, 2023

Final Exams

Friday evening I had my last round of playtesting for the upcoming Cauldron convention in Germany. Two weeks from now I'll be IN Germany, running 1st edition AD&D for a table of complete strangers.

Slightly daunting.

I wish I could give folks a complete session report, as I know most of my readers will probably NOT be at the con. But, I really don't want to put a bunch of spoilers out into cyber-space. Oh, but it's hard! It was so much fun! Here's what I can tell you:

As I (believe I) posted earlier, my initial intention was to run THREE time slots at the con, all under the working title Storming the Forbidden City.  The title comes from the old TSR adventure module I1: Dwellers of the Forbidden City (author: David Cook). For the first two time slots I have two scenarios, adapted (more-or-less) directly from situations and maps in the adventure. They're not exactly what you'd find in the module, and (for convention purposes) they're self-contained, designed to be accomplished in the four hour time slot.

For the scenario #3, however, I created an all new dungeon: still part of the Forbidden City, still connected to the first two scenarios, still with a "snaky" theme to it...but otherwise, all new. 

And, of course, I needed to test it.

So Friday I ran it for my players. A party of seven 7th level characters (an assassin, two fighters, a cleric, a magic-user, a thief, and a ranger) and one 4th level bard (6th fighter/5th thief). The result? They made it in, penetrated to the bottom-most level, fought five monster encounters (including a running battle), set off a couple of traps/hazards, found two of the largest treasure pockets (and looted them), and got back to the stairway out just as time was expiring.

One character deceased, one character zeroed out; over 174K in treasure experience (split seven ways). The biggest, baddest opponent in the dungeon: destroyed (with a bit of very good luck), and its head mounted on a spike (by the PCs) at the dungeon's entrance. Four of the survivors (including the bard and magic-user) leveled up. All-in-all, a fairly successful delve for my players...and they'd like to continue exploring the Forbidden City, going forward.

And perhaps we will. However, as these have been convention scenarios, and there aren't enough players to fill out the ranks needed (I have only three regulars at this time), there have been a passel of NPCs accompanying the group at every stage. And I think the NPCs (not henchmen, mind you!) have had enough at this point. They're ready to take their spoils and get back to civilization (well, Portland, if you can call that "civilization"...). Plus several party members (including Maceo's bard) have been inflicted with a terrible rotting curse, and since the cleric was once again killed (in about the most horrible death this group has seen at a table), and since they are "rich," and since they were rather fortunate...multiple times!...to escape with their lives...

Yeah, I think I'm going to be closing the book on I1...for the nonce. The party can re-equip and re-supply in the nearest town (and hire a few henchmen) if they want to continue exploring the ancient city of the yuan-ti.

Things I Learned (and needed modifications)

Surprisingly, it turns out my last statement on the prior blog post was very nearly a lie: they encountered almost ZERO yuan-ti in the adventure, despite there being rather a lot of them stocked in the thing. Which is kind of like going to the demonweb pits and not fighting demonic spiders in some way, shape, or form. Not sure that's acceptable. 

A more robust wandering monster table may be needed. The party was not one to dither in their decision making, but they did backtrack over long stretches multiple times, and while they went through a LOT of torches, they were largely untroubled by random encounters (though one at the end had a 45% of auto-ending a PC...she made her saving throw). 

The players have a bag of holding which makes the collection of large loot piles fairly straightforward. Unfortunately, NONE of the pregens I'm bringing for the convention do, which might be problematic for any players that show up at my table. The three scenarios I've written are scaled by level (#1 is for characters 5th-7th, #2 is for 6th-8th, and #3 is for 7th-9th). Though I anticipate a full table of eight players...just based on the logistics of the con, not MY "draw" (there aren't all that many games on the docket)...if the PCs don't have a way to gather treasure, it makes it hard to level up between scenarios. And lesser leveled characters are going to get gaffled.  I suppose the solution (which I've already arrived at) is make sure there are enough pregens (and replacement pregens) of the appropriate levels for each scenario. BUT since returning players are likely to want to use their own PCs (or the same pregen from earlier scenarios), leveling between sessions does become quite important.

Mm. I'll have to ponder on that. I'm certainly not going to just hand out free levels!

Which brings up a related note that I've had since my first session: what to do with players whose characters have died? Attrition is built into the adventures: it is expected that some characters will be lost along the way. When player characters have fallen (for example, in my last playtest, we saw six of eight knocked out of action with four killed outright), my players simply took over remaining NPCs in order to continue play. In a convention game with a full table (again, anticipated simply based on logistics), there aren't likely to be "spare" NPCs available. I suppose the trick is to allow new characters/pregens to "show up" as wanderers for the players running on empty. HOWEVER...will this throw off the scaled difficulty of the scenario? At SOME point, I want replacements to be unavailable...a trade deadline, of sorts. Certainly, upon reaching a certain level of the scenario (there are multiple levels) or when there's only a certain amount of time left...say, the final 20 minutes of the time slot. Or both (i.e. whichever occurs first). And perhaps there's a finite number to replacement characters available. Yeah...maybe a mix of all three of these things (time, level, number) will be used to set the limits.

*whew*  I have to say, I'm still worried. The players did everything just about perfect...including the route they took. Oh, they made a couple-three minor mistakes, but nothing catastrophic, and they had some exceptionally good luck: their chance of taking down the Big Bad (which could have easily accounted for half the party if not all of them) was exactly 1.75%, given the method they employed. Amazing. I actually half-assumed that most groups would exercise a bit more discretion (and still die horribly)...such was not the case, and the rewards reaped were well-deserved. 

Still, knowing when to "quite while ahead" is most definitely an acquired "player skill" and my players were ready to skeedaddle after that. Two more encounters dispatched on the way out, one more NPC slain, but...as said...they hit the exit right as the timer went off.

Would other players be as fortunate? That's the question. Is the scenario too difficult and my group just benefitted from some sweet dice rolling? Or is it easier than I anticipated and ANY bunch of halfway competent players would make out like bandits?

Well, I'm not going to have time to run another test, even if I had a second group of players (though I suppose I might try recruiting AB and Kris for a foray...hmmm). No, I think I'm going to have to let it stand as is...though with a bit more "beef" in the random encounters.

No, I think (at this point) what I have to focus on is getting my play-aids ready for the con: cheat sheets and monster rosters and lists of spells that include casting times and ranges for easy reference. Also probably need to curate the pregens spell lists a bit: for the play-test, I allowed the players to pick the MU's spells, but staples of low level play (sleep and charm person for example) are a lot less useful at this middle tier of D&D play. "X the Mystic" came in handy with a couple of his utility spells, but was otherwise ineffectual over the course of the session. That needs work.

All right, that's about it. This has been a pretty rough week for Yours Truly...going to relax for a bit, watch a little football, and decompress. More compression (I'm sure) will start tomorrow.
; )

Any thoughts or suggestions are welcome and appreciated. Thank you!

Good stuff lies below...


Monday, October 9, 2023

Another Forbidden Foray

Time is getting closer to my Germany trip, and what free time I've had (not much) has been spent writing/designing my adventures I plan on running at Cauldron. Just finished the third one, mmm, Sunday morning. That's the one that's cut from whole cloth, a completely new delve into the yuan-ti's "Holiest of Holies." Came to about 11 pages, not including maps, pregens, and play-aids.

But I haven't been able to test it. Still had to re-run adventure #2 for the con. I was doing that on Sunday for four hours (well, 3 hours and forty minutes). It's still a killer, but at least this time it wasn't a total party killer. Threw an extra NPC into the party (a 6th level paladin, Fairburne, complete with magic armor and frost brand longsword), and the party was STILL nearly done in: four out of seven survivors, two of whom were "zeroed out" (though they were stabilized at -1 and -3 respectively), and the other two in single-digit hit points. And this is AFTER the group had already made a run at the thing and knew (somewhat) what to expect. Yeah, it's a bit of a ball-buster.

Fairburne did not survive, having been reduced to something like -18.

[for folks who don't remember my original post on the topic, I'm re-writing/re-purposing I1: Dwellers of the Forbidden City for the convention. The pre-gens and NPCs, including Fairburne, are all being taken from those included in the original module...although players are, of course, allowed to bring their own characters]

Still, a win is a win, and the survivors are all 7th level now (well, except for Olaf Peacock, who's a 6th/5th/4th level bard), which is the minimum level I pegged for my third scenario, a little something I call "Shrine of the Demon Goddess" (catchy, right?). But I have to come up with enough NPCs to round out the party, and I'm running out of module pregens. It's a damn shame Daniel the cleric died, as he probably would have leveled up, and a raise dead spell would have come in real handy. I've got Gavin (halfling thief), Marcella (ranger), and X the Mystic (magic-user) all ready to go, but the only cleric left on the roster is Orrem, a 6th level canon, and I just don't think that's going to cut it in an adventure written for levels 7th to 9th. I suppose I could just boost him to level 7 (and that's probably what I'll end up doing), in the name of expediency...the party can always give him Fairburne's plate mail +1.

And expediency is the key word, here. Because more than running short on characters, I'm running short on TIME. I've got a little more than two weeks before I'm hopping aboard Iceland Air, and I need to figure out just what sort of monster I've created for scenario #3. A fairly beefy one, even for eight 7th level characters, from the looks of it (though not one without adequate rewards). When am I going to get a chance to run another four hour adventure session with our busy schedule?

Hm. Okay, just noticed the kids are out of school Friday ("teacher retreat"). Let's pencil that in.

All right, all right...apologies for yet another "throwaway" blog post, but typing this stuff up helps me organize the thoughts running 'round my head. The kids were pretty stoked about the adventure. We go weeks, sometimes, without playing D&D because of our incredibly busy schedules, and we all forget how much damn fun it is. Oh, the pleading last night to fudge dice rolls was in high demand...the attempts at wheedling...and, yet, everyone came through the thing richer and wiser (if not exactly unscathed), and happy. And excited. And rarin' to play more.  All thoughts of Minecraft and Fortnite and stupid video game garbage gone from their heads...the kids got up this morning and all they wanted to talk about over breakfast and the drive into school was Dungeons & Dragons: how they did, what's going to happen next, when can we set aside time for our next game. 

Lovely and delightful.

Okay, I've got to get to my morning chores. More later.

No yuan-ti were harmed (nor encountered) in the
running of this adventure scenario. This
will NOT be the case in the next adventure session.

Monday, June 19, 2023

Con Games

Hope those who celebrated yesterday had a wonderful and happy Father's Day. Mine was pretty good. The fam is generally pretty great about catering to my every want (for a change), though when no one besides myself is up before 11am, you do feel a little "short-changed."
; )

Still and all, it was great because the main thing I wanted to do was play some Dungeons & Dragons. Or, as I put it to my family when they asked, eight hours of D&D played in two four-block sessions with a break in between. Because I had some pretty specific play-testing I wanted to do.

As I mentioned a while back, I'm going to Cauldron, "the OSR EuroCon," in October and my plan, as of now, is to run three sessions with three different scenarios. As of now, I have two of the scenarios written  (more-or-less) but I feel it's important to test them and fine-tune them...I don't want to just show up and run a bunch of off-the-cuff stuff and crap the bed. Best to have an idea how things are going to unfold, see where problem issues are, etc.  I'm paying too much money for those plane tickets not to give a solid effort.

Unfortunately, what with the lateness of our start yesterday (the kids are on summer break already, which means late nights and sleeping in), we were only able to get through the first session. And that was okay! Because not only did the play-test go well (which was important), the kids were enthused enough about it that they are quite excited to to part 2 at the earliest opportunity. Or (as my kids put it):

Diego: I didn't really think this was going to be fun but it turned out to be really good!
Sofia: Yeah, Paps, I thought it was going to suck dog poop but it didn't!

The adventures are set in the classic David "Zeb" Cook module I1: Dwellers of the Forbidden City. The first scenario is cribbed from the original tournament scenario, but tweaked and tuned for my purposes. Designed for five to seven PCs of 5th - 7th level, it is a fairly linear affair consisting of a dozen or so numbered encounters...which is about all you can expect to get through in four hours of focused play.

For our play-test, the kids broke out their 6th level PCs "Salamander" (elven assassin) and "Potter" (half-elf fighter). Neither of these characters had been used since last August (!!) because, while they had shown themselves to been fairly successful adventurers (knocking over both N1 and I6 and having last absconded with about 10,000 g.p. in owlbear eggs from an abandoned wizard tower), the kids had decided they wanted to create NEW characters that would not be subject to level caps...because of their particular class-race combinations, neither character expects to progress beyond 10th level.

[I *do* use Gygax's updated rule from Dragon #95 allowing single-class demi-humans a +2 increase to their natural level cap, though ONLY in the case of a class that could normally be multi-classed (like fighters). That's why Potter can expect to reach 10th level, and why Salamander canNOT expect to reach 12th level]

SO...since it's been 10 months since we used those characters, I updated their records with upkeep costs (10 game months passing when no active play otherwise occurring) along with their age records, etc. Before whisking the PCs down to the Oregon jungles, which is where the Forbidden City exists in my campaign world. Just what had been occurring to them while the rest of our campaign had been passing made very little difference...probably lost in a drunken haze of debauchery that is commonplace for adventurers after a successful score (see Conan the Barbarian for examples).

For the convention I am (of course) bringing pre-gen characters, taken directly from the list in the back of the original module. Since we only had two players in our game (Kieran, Maceo, and Winston presumably occupied with their own Father's Day festivities), I allowed the players to choose four of the six pre-gens to accompany them as NPCs. They chose Nasaldromus (5th level magic-user), Bruti (6th level dwarf fighter), Daniel (6th level cleric), and good ol' Olaf Peacock (a 1st level bard with 6th level fighting and 5th level thief abilities).

Timer on the clock was set and 20 additional minutes was granted for additional outfitting: swapping gear or purchasing additional equipment. The PCs had an extra suit of (dwarf-sized) Chain +2 that they gave Bruti to better his AC, and extra gear/weapons was procured and noted. I allowed the players a day to cast continual light on a pair of torches the day before starting on their adventure. 

[first "pro note" for the convention: we actually ended up running about 25 minutes over-time, so it's probably a good idea to have ALL pre-gens functionally equipped. That way minimal time will be lost in playing the session]

Nasaldromus was killed in the 2nd encounter area, which was kind of awesome (I mean dead-dead-dead). But it did leave the party without a magic-user for the rest of the session, which made several encounters MUCH harder/longer. That's good to know.

However, it brings up an important question: what do you do with players who get killed straight away? For us, it wasn't terribly important (Nasal was an NPC we'd only just met, after all) but at a convention this might be the character of a player who'd paid good money to sit down at the table. Is he/she just supposed to sit there for the next 3.5 hours watching?

[second "pro note:" have areas where new 'back-up' PCs can be introduced, seeded throughout the scenario]

There are at least three, fairly complicated fights in the adventure, consisting of multiple groups of opponents with varying abilities and tactics. Several of these include a vertical element to them, which adds further complication. In general, I've never been a DM to use miniatures or map grids in my AD&D games, instead making quick sketches when necessary or (with the kids) using Lego minifigs to show relative facing and placement of opponents, but this was pretty rough to run in actual play due to the time crunch. If we hadn't been pressed (pacing was brisk, for the most part), I would have preferred to calculate ranges (especially for missiles and movement) with more specificity, using right triangles, etc.

[third "pro note:" draw out area maps ahead of time; have scales and ranges pre-calculated and determine speed of climbing for all PCs based on armor and/or encumbrance. "Winging it" worked fine for our table, but at a con you never know what kind of stickler players you might have...best to be prepared]

The cleric was downed at the two-thirds mark...knocked down to -2 hit points, he nearly bled out (only being aided at -9). This meant no more healing for the rest of the scenario. Fortunately, the party members that remained had very good ACs (ranging from 1 to -1) and high hit points (40s+). But it was a close thing: the four remaining PCs were at 11, 12, 16, and 39 by the end of the penultimate encounter, and things might have ended very differently if the one of the quartet had blown his save vs. spells. 

The final encounter (only played after our time limit had expired) ended up being a cakewalk, though mainly because of streaky dice...Sofia rolled something like four 19s in a row and everyone was hitting for max damage, while my dice had run ice cold with nary a hit dispensed (and all damage rolls 1s and 2s). The players thought it was too easy, but mathematically it should have been very tight, especially given the shambling state of the remaining party members. Luck, which you can't really count on, had a huge impact.

While my initial thought was that an extra party member might be helpful in offsetting any streaks of "bad luck," on further reflection, I think that being able to 'sub in' new characters for downed PCs [see pro note #2, above] would accomplish the same end. All of those encounters get much easier with one or two extra bodies absorbing punishment.

All in all, a very good time. As I said, the players were very enthused...they'd said they'd like to continue playing I1 as a campaign game (i.e. open exploration) rather than in snippet scenarios designed for convention play. And I don't blame them: I1 is one of my all-time favorites of the classic TSR modules. 

But testing is important. I learned a lot of useful info from yesterday's play-test...stuff that will important when operating under the time constraints and more rigorous conditions of a con game. It's not that I'm worried a bunch of cranky Germans are going to leave me beaten and lying in a ditch. But I do want to make a good showing of myself...I care about my craft!

Anyway: it's been a while since I sat down for such a long session outside a convention. For the curious (and for my own memory), I make the following notes:
  • Two PCs, four NPCs, average levels 6th (the bard counts as a 7th)
  • 30 minutes prep (character selection, equipment purchase), 90 minutes play, 5-10 minute bathroom break, 110-115 minutes play. Game was "called" at that mark, one encounter short of the end. After (roughly) a couple hours break, we finished up the scenario in about 20-25 minutes.
  • Total monsters slain (by hit dice): 44 (1 x22, 2 x8, 3 x3, 4 x1, 6 x6, 8 x3, 9 x1). Six combat encounters. Number of bugbears appearing: zero.
  • Total treasure recovered: 42,400 g.p. (not counting enchanted items). 
  • One NPC death; one NPC forced to retire prior to completion.
Not bad. Not bad at all, considering. Hopefully we'll get a chance to run Part 2 this week.

Wednesday, November 24, 2021

Play-Testing The Insanity

So...we finally, FINALLY had a chance to restart the AD&D campaign Monday night.

Sad to admit, but it's been close to six months...just insane the amount of time that's slid by since our last delve. Oh, we've played Dungeons & Dragons since then...I've run games for my kids and their friends (Blizzard Pass as a one-off just a couple weeks back); AD&D even. But we needed to get back to actual play in our (my) game world, not just development.

When last we'd left off, the team had used a staff of summoning to conjure a pack of shriekers, whose shrill screaming upon finding themselves in the afternoon sun managed to drive away the lizard folk they'd been fighting. They then continued their scouring of ancient paths, looking for the sunken city hidden somewhere in the swamp. 

And they found it...or at least the remains of the last surface plaza, complete with a single standing building, a temple of ancient design, its dome cracked from long centuries of neglect, it's massive doors scratched and scarred and bereft of the gold leaf that once covered their frames. 

Enter the temple they did, and choosing NOT to despoil the statue of the goddess they found therein (though tempted by the rod of blue crystal held tightly in its hands) they found a long stairway descending down-down-down into the bowels of the earth. Down to the temple crypts, where they hoped (and expected) to find some sort of treasure, ripe for the plucking. 

Father Barod ("Beanpole") led the way with his hooded lantern. 

Here's the "box text" from DL1 for the Hall of Ancestors:
Dim light shines up through the floor. A vast hall stretches to the east. The ceiling, heavily reinforced, stands solidly above, but below, the floor has fallen away in several places. Hot mists, carrying the odor of decay, rise through the holes in the floor.
Beanpole, the party's 3rd level cleric decided to go check out the gaping hole that cut across the floor of the chamber. 'I'm going to go peek over the edge and see what's down there.' Will Big Jim (the trusted retainer they've had since Bendan Fazier) go with you? 'Yeah, he's staying by my side.'

I did a double-take as I looked at my notes for the chamber:
  • There is a 65% chance that any weight greater than 50# within 5’ of a hole will cause the floor beneath it to collapse. The fall to the cavern floor below is 700'.
What? I checked the original text in DL1. Here's what it says:
Any dwarf can tell that the floor is unsafe. The holes open to a 700' drop straight into the lower ruins of the city. Anyone who weighs more than 500 gpw [gold piece weight] and comes within 5' of a hole's edge runs a 65% chance that the floor below him will collapse.

Even if a hero makes it to the edge of a hole, all he sees is a foul mist gathered below.
That's all the text says. And for the most part, my restocking/rewriting of DL1 was focused far more on monster and treasure selection than on environmental hazards. Strange, perhaps that such a deadly trap isn't better telegraphed...especially for a DragonLance adventure (where the "heroes" are expected to succeed). But then it IS telegraphed because "any dwarf can tell that the floor is unsafe" and anyone playing DL1 should have Flint Fireforge (4th level dwarf fighter) as a prominent member of the party. Unfortunately, there are no dwarves in my players' party.

This is a good example of why play-testing is so important. Looking at the encounter area on paper, it doesn't seem terrible (probably one of the reasons I didn't bother adjusting it). Standard chance of springing a trap in OD&D or B/X is 2-in-6 (33% chance)...with something as "obvious" as this hazard, is a double chance (4-in-6, 66%) so unfair? Especially considering that a cautious party might use a 10' pole to probe the floor, or rope up together, or use the lightest party member for exploration?

But even so, some sort of Get Out of Jail Free card could be provided besides "have a dwarf in the party." I wrote before about including "Flinty" as a findable NPC in the adventure, and he IS there, albeit in the lower cavern levels. A better idea might be to have the dwarf stashed in the swamp outside the temple. This gives the PCs a potential benny for taking the non-psychotic approach to dealing with NPCs (find a helpful set of eyes for subterranean hazards); players eager to deal out death to everything on two-legs will thus be justly penalized for their lack of imagination.

Ah, well. Hindsight is 20/20 and all that.

Beanpole weighs scarcely more than 50# soaking wet, but he is dressed in plate and carries 20ish pounds or so of extra gear. I informed the player that the floor creaked mightily as he stretched out his lantern over the edge of the hole and asked him to roll the percentile dice; unfortunately, he rolled a 34. The floor collapsed with a groan taking the cleric with it.

I rolled for Big Jim...though, topping 300# of gear and muscle, this probably should have been automatic. As the Fates were obviously on the same wavelength as myself, the dice came up low and Jim followed his employer into the drop.

The nice thing about having Google at your fingertips: you can quickly find out how long it actually takes to fall 700'. 6.59 seconds it turns out, equivalent to a bit more than one segment. Diego scanned through his spell list for something that might save him...unfortunately, nothing. We did allow him the opportunity to pray for divine intervention on the way down (see page 112 of the DMG), but the gods were apparently satisfied at the doom he'd chosen for himself. 

Sonia, my daughter's character, was quick with a spell of her own; she sent a message to her brother: "you're going to die." Diego was not amused, but Sofia laughed mightily.  Until they discovered that all the torches, oil, etc. had been carried by Beanpole and Big Jim and now the party was left in the subterranean hall without a light source. 

*sigh* Hindsight. 

ANYway...I'll skip the rest of the evening's escapades except to say that no one else died and they DID escape the temple crypt and have now discovered a new PC (Frederick, a gnomish illusionist/thief) that was skulking in the swamp, hiding from lizard men and otyughs. It feels good to get back to playing D&D, and I am immensely hopeful we'll get to play more in the next couple/few days. I'm not sure the players want to continue exploring the Sunken City (their resources are quickly dwindling and they've yet to find anything resembling treasure...well, except for that blue crystal staff embedded in the statue of the goddess). If they don't decide to continue, they will have to deal with matter of 3,000 gold owed to Duke Van-Uz (the Duke could employ two 5th level assassins for 900 g.p. and would still be less out of pocket than the 1,500 he originally gave to bankroll the party). But they might be better served finding a smaller dungeon, closer to civilization. And I'm currently working on a ratty little thing that might do the trick.
; )

However, that'll (probably) have to wait till after Thanksgiving. Lots to do the next couple days.

More later. Hope everyone has a happy holiday! Best wishes to you all!

Friday, April 23, 2021

Come Sail Away...

We finished running "Rebel Breakout" yesterday, using my modified version of the old West End Games Star Wars. It went fine (the "adventure" isn't all that great...though as a starter/sample, what would you expect?) but the kids really enjoyed it...they were far more enthusiastic about this little game than the supers game. Getting a chance to blast stormtroopers and fly Y-Wings I suppose...

I am satisfied with the system enough that I'm taking the time to write it up...at the moment it's about five pages long, but the final thing will probably come in around 20 or so pages, depending on formatting and how much I decide to "pad" the thing out. Probably there won't be much of the latter...I mean, it's just Star Wars. And it's really just WEG with a slightly different system. We'll see how it holds up over a couple-three adventures.

However, while folks wait for the PDF, I might as well give y'all the gist of the thing...something for the "so inclined" to ponder over the weekend (I will be very busy, with multiple baseball/soccer games and Covid vaccinations going on). Here are the basics:
  • Dice pools get substituted for polyhedrals: 1D = d4, 2D = d6, 3D = d8, 4D = d10, 5D = d12, 6D = d20. Much of the mechanics involve "shifting" die size UP or DOWN. Above d20, shifts go to d20+1, d20+2, d20+3, etc. all the way up to an absolute maximum of d20+9 (the equivalent of 15D; there are a couple dudes who have these scores). Fractional "pips" from WEG are generally dropped or rounded when doing conversions.
  • Target Numbers are pretty simple: Very Easy = 2, Easy = 4, Moderate = 6, Difficult = 8, Very Difficult = 12, and "Heroic" (from 2nd edition) would be around 15, if you wanted to set something that high. Many rolls are contested (meaning an opponent is trying to prevent your action), in which case you must beat the opponent's roll AND the target number to succeed.
  • Character creation goes like this: start with the same six attributes (DEX, KNO, MEC, PER, STR, TEC) at 1d8 each. You can select a max of two to shift UP to 1d10 by selling down others to 1d6. Nonhumans can shift ONE 1d10 to 1d12 by selling down an additional attribute (either another 1d8 to 1d6 or a single 1d6 to 1d4). Skills are mostly the same, though I've combined some ("parry" has just been subsumed under melee, for example, "shields" are part of piloting, cultures/aliens species/planetary systems is just one combined skill as is jumping/climbing/swimming, etc.) to shorten/streamline the list. Starting characters get seven skill advances to raise die types (up to two shifts per skill); so, for example, if I have "Blaster" at d8 (because my DEX is d8), I could spend up to two of my advances to make the skill d12. Characters with force skills (force adepts, aged padawans, washed-up Jedi) can assign these skill advances to the usual control, sense, alter skills, but as they start at NO DIE TYPE (they don't fall under an attribute) the first advance gives you a d4 and the second a d6, should you choose to "max" them. Trappings (i.e. equipment or "starting stuff") is based on template, and I've got a list of 19, mostly taken straight from the original 1E list. It's workable.
  • Combat works more-or-less like WEG: declare actions, adjust die type downward for multiple actions (such as shooting while dodging), high rolls happen first, rolls must beat both opponent's defense AND target numbers to succeed (tie rolls allow simultaneous attacks/damage). Melee is simplified (no parries, just compare attack rolls). Succeeding allows a damage roll versus STR (adjusted by armor) to determine wound level. Wound results are as per 1E rules (stun, wounded, incapacitated, mortally wounded) with the addition of messy, instant kills for damage rolls exceeding 4X the target's STR roll.
  • Damage for melee is generally STR + damage die determined by weapon (knife: +2, club: 1d4, spear: 1d6, sword/axe: 1d8. vibroblade: 2d4, vibroaxe: 2d6). Lighsabers do 1d12 + control skill. Ranged weapons don't add STR, and range from 1d4 (thrown rock) to 1d20+2 for an E-Web heavy repeater (standard blasters are 1d10+1, heavy blaster pistols are 1d12+1). Armor has two ratings: a die roll that's added to STR versus physical attacks, and a die shift to STR versus energy attacks.
For example: a stormtrooper (STR 1d6) rolls 2d6 to resist physical damage (1d6+1d6) and 1d8 to resist energy damage (like blasters and lightsabers). If your angry wookie PC (STR 1d12) bashes him, he's a lot less likely to get killed than if the wook uses his bowcaster (1d10+3), which counts as an energy weapon. 

[working out the damage/armor stuff was one of the trickiest bits, just by the way...how to make armor effective, but not too effective (especially with regard to stormtroopers and modeling their tendency to fold like paper cups)? This actually works out quite well in play, but it took a while to get it right]
  • For fans of The Mandalorian, I added my own rules for beskar armor that work like this: each piece added increases the protection of the armor (+1d6/+1 shift with one piece; +1d8/+2 shifts with two pieces; +1d10/+3 shifts with three pieces, considered a "full set"). A partial set can be worn with light body armor, increasing both physical and energy protection one step (to +1d8/+2 and +1d10/+3); however, doing so forces the character to use the body armor penalty (-1 die shift to all DEX related skills). Beskar amor by itself carries no penalties.
  • Force points are awarded and used much the same as per the 1E WEG rules: spending a force point allows you to double the dice rolled for any actions taken in the round. So, for example, if I'm shooting at a 1d8 (possibly because I'm blasting multiple opponents), I'd roll 2d8 for each shot, greatly increasing my chance of success. My daughter used her force point to convince the AT-AT pilots via commlink that the PCs were actually Imperial pilots (flying Rebel Y-wings) so that they could escape without being blasted; she rolled a truly heroic success!
  • We haven't seen any Jedi characters (yet), but my intention is to allow any force skills found in the 1E rules, rather than worry about characters learning "spells" (or whatever they're called) in 2E. Since it hasn't come up, I haven't had to mock up a table for it, but it will probably be an extrapolation of the stuff I've already got here. Maybe I'll put some Dark Inquisitor types in my next adventure.
  • Skill points: using the rules from 1E (rather than 2E's character points) with some slight modifications. I'm handing these out in play in the form of poker chips; all players get 1 to start and then I toss them another every time they do something amusing, heroic, or "Star Wars-y," and every time they finish a combat or significant action sequence (like a chase). Chips can be spent to re-roll any failed die (one re-roll attempt only!); no player is allowed to hold more than 10 chips at a time.  At the end of the session, the GM (me) throws each player a couple-three extra chips depending on the final result of the adventure...whatever is in their pile (again: maximum of 10) gets "banked" and can be used for buying advances, as per 1E rules (i.e. for skills or for modifying ships and signature gear). Increases are strictly by die type, so it costs a number of skill points equal to the new die to advance it (to improve a skill from d6 to d8 costs eight skill points, for example). Dice that are already at d20 (or higher) can be advanced (to d20+1, d20+2, etc.) with a flat expenditure of 20 skill points; as stated previously, d20+9 is the absolute maximum. 
 Light combat
armor + 1 piece
of beskar.
And...mmm...that's about it. Oh, there's some more stuff about nonhuman's special abilities (basically: you can get an advantage by taking a disadvantage from an old list of mine), and I haven't taken the time to put together the droid stuff (I don't think it will be too hard), but that's plenty for folks who want to try stuff out. I'll add that the d6holocron site has been invaluable resource in putting this together, especially the fan-made sourcebooks for later films and SW shows (most of which are very well done).  

The kids really liked the game, and picked up the rules pretty quickly. They especially appreciated the fast-flying skill chips which caused them both to be more courageous and heroic (seeing as how I was rewarding bold action). This had the effect of pushing the pace (always good for a "Star Wars" adventure) as they competed with each other to see who would be the first to brave the dangerous circumstance...it also caused them to think of clever things to do in order to amuse me. It was a great example of a reward system impacting behavior, and I didn't mind doling out the chips as they spent 'em nearly as fast as they were earned.

In retrospect, it might appear that I've crafted something that looks like a cross between FATE and "Savage Worlds Lite" (I don't actually own Savage Worlds, but I owned and played PEG's Deadlands way back before Savage was even a thing...), though such was unintentional on my part. And I have to say that the lack of fiddly-ness, the abstract wound system (favoring the PCs), and the exuberance of space opera all combine to make for a much more satisfying play experience than what I've found in either of those particular systems. That's pretty cool, and I might play this game for a bit.

In other news, my boy has plans to introduce his D&D club (now fully half of his 4th grade class) to actual Dungeons & Dragons, which will be a serious first for all of them. He's considering the B/X system in order to teach them the game, but anticipates moving into Advanced play soon enough.
; )

Friday, April 16, 2021

Fast and Loose

Ran the current version of DMI (superheroes) again yesterday. It worked fine...worked well, in fact...and gave us a session that reached a satisfying conclusion, not much different from what one might expect in a single, standalone issue of your favorite comic book. 

At least, a comic book from "back in the day" (something from my own past: the 70s and early 80s). 

Which, unfortunately, isn't quite what I want. I was hoping for something more cinematic (or serial) in nature, but the only thing "cinematic" was the gusto of violence my players brought to the thing...which isn't terribly unexpected seeing as how that's what they see in cinema hero films. 

In the hands of more serious role-players could this game be turned into something more than a beer-and-pretzels one-off? Mmm...I don't know. The thing worked best running fast-and-loose, with me using my card power (as the GM) to keep a firm hand on the direction we were steering the game. Even so, the narrative control allowed the players had us going in unexpected directions that required a lot of "rolling with it." That might end up being the same even with older, more experienced gamers and is a general pitfall (or feature) of games that share narrative responsibility.

Of course, that's how I designed it to run. Maybe I just don't dig that style of play as much as I thought I did.

The kids DID enjoy the game (which isn't nothing) and they DO like it, but they also told me (unsolicited) that they still prefer D&D. Which, absurdly, still makes me happy for some reason. I guess because it goes to show that AD&D is still "king," and (for me) I like having some consistency in this ever-changing world of ours. Makes me feel comfortable.

So anyway...I think it's time to put down the hero design for a little bit. I'll still tinker with the text/system on the side, but I think it's time I got back to some more "serious" gaming.

It was a nice interlude.
; )

Wednesday, April 14, 2021

Hammering Away

Mm-mm-mmm.  

Despite what I wrote Sunday, yesterday (Tuesday) was the first opportunity I had to play-test the new game...and that was just fine. I mean, the weather hereabouts has been beautiful and we decided to go on a nature hike instead of gaming (and, yes, actually it was my idea. I'm not worried...it will eventually rain again in Seattle!).

And yesterday was just as nice, but the kids had nothing go on in the afternoon and we were able to hang out on the freshly mowed grass in the sunshine and play. Which was just about perfect (the only issue being the wind which was a constant hazard to our deck of cards).

SO...good testing. Problems were found immediately when we went through the character creation process, but those were quickly ironed out. Procedurally, there were quite a few issues, both in terms of system and...surprisingly...terminology (appears I need to develop some specific definitions for the game's vocabulary in order to make the thing clear in use).  

BUT (in general) play proceeded more-or-less as I imagined, if not exactly as smoothly as I'd hoped. The scene creation/shared narrative thing worked very well, the kids adapting to it quickly, and even my youngest was able to set up a scene that resolved the story/session in decent fashion. Though both kids ended up turning evil and joining the villain (that was unexpected). Neither particularly liked this outcome, but both enjoyed the game and want to play again.

I begin to see now how it was that Gygax developed D&D using his children and their friends. I see why some things were emphasized and others weren't and how various systems changed (to the Advanced version of the game) as the original players grew older. EGG, of course, wrote for (and played with) adults as well, but there's something about developing a game in the crucible fire of your kids' delight that is both inspiring and limiting (in the sense of "boundary setting") that is quite different from simply theory-bashing or doing design with/for adults/peers.

Anyway. More later. This is yet another "placeholder post" and not meant to be particularly profound. Stuff happening.



Monday, March 8, 2021

Playing the Tomb of Bendan Fazier (P.1)

Thursday afternoon, the foray into the Tomb of Bendan Fazier began in earnest. For the most part, it went extremely well for the party…so much so that when I asked the boy (over lunch Friday) what he thought of the dungeon he said, “You didn’t make it hard enough.” 

I laughed out loud for several minutes. Then I laughed out loud some more.  

Why are you laughing, Pops? “That’s the kind of thing players say right before everyone gets killed.” HAHAHAHAHA. 

Fridays are generally a no-go for D&D because (like most of our week) we have sports practice after school. Recently, though, practices have been at an ungodly hour (7pm – 8pm? Who does that? When are these kids supposed to eat dinner?!) so we had a couple hours to kill after school work and chores were wrapped up. 

A couple hours to kill…HAHAHAHAHA. 

I offer the following write-up of our game sessions as an example for any DM interested in running the adventure. I'd say it worked fairly well (i.e. as intended when I wrote it) being both fun and functional.

Dramatis Personae 
  • Barod (played by Diego, age 10); a 1st level cleric. 
  • Sonia (played by Sofia, two months shy of age 7); a 1st level magic-user. 
  • Tully (NPC); a 2nd level dwarf thief; has the map to the tomb and recruited this expedition. 
  • “Tiny” (NPC); a 1st level fighter with 18/07 strength; ot-nay oo-tay ight-bray. Dubbed “Tiny” because he’s smaller than Jumbo. Grunts more than he talks. 
  • “Jumbo” (NPC); a 1st level fighter with 18/77 strength; AKA “Big Jim.” 6’5”, 250# (300# with scale armor and shield). Smarter than he looks. 
  • Four mules, unnamed. 

Session 1  (Thursday)

The background goes like this: Tully had already investigated the tomb with his prior adventuring party. They did not have a cleric and the skeleton hoard encountered in room #1 proved too much for them; after taking multiple casualties (including their party’s magic-user) they retreated. Tully decided to recruit some holiness for a return delve. The PCs (Barod and Sonia) were only too eager to sign up for an equal split of the treasure. 

Because my daughter was late to the party, Diego/Barod entered the tomb first (with the three NPCs) leaving their pack mules outside. Having been briefed on what to expect the party was not surprised by the dozen skeletons that attacked as they entered the entry chamber. Barod attempted to turn the undead and rolled a “1;” combat was joined! The group had spread out upon entry and now each adventurer was dealing with three skeletons. 

After a round of futility and wounds, Tully turned and fled up the stairs roaring for the others to retreat. “You coward!” yelled Barod swearing to deal with the craven after the combat. However, Tully actually had a ‘Plan B:’ flasks of oil in the saddle bags of his mule. Sonia came up (leading her mule) just as Tully had recovered his makeshift bomb and was heading back to the tomb door. “Follow me!” She did, staff in hand. 

Meanwhile, the skeletons had turned at the stairs and were seeking new prey. Jumbo, Tiny, and Barod had all managed to down a couple skeletons, but now faced fresh foes. A natural 20 roll from Tully incinerated one of the skeletons and lit up a second with “splash damage” (yay, AD&D). The tide turned! Sonia bludgeoned another one to powder, and the party stood triumphantly amid a heap of bones. Cure light wounds spells were bestowed all around, but the party was still pretty beat up…they decided to camp (outside the tomb, with the door spiked) and recover their strength. They realized they couldn’t spend too much time doing so, however, as they’d brought only a week's worth of rations and round trip journey from the nearest town was four days of travel time. What’s more, Barod had neglected to purchase feed for his mule and was forced to share rations with the beast given the poor vegetation of the dry hills. 

Before leaving the chamber, Barod and Jumbo had explored chamber #2 and found both the scattered coins and muddy footprints. With some trepidation, they reported their findings, but Tully poo-pooed it: “the coins were probably left by the workers that constructed the tomb.” Barod wasn’t so sure. 

The next day (after another round of healing), the group decided to explore the broken southern wall of the entry chamber. Tully noted the downward slope and explained it was probably a secondary exit/entry tunnel used only for emergency and left unfinished…when they encountered the river at the end of the tunnel, this seemed to confirm why it had been considered “unsatisfactory” and walled off. Extremely happy to have found a source of fresh water, the party slaked their thirst and refilled their water skins. 

[a couple quick notes here: I had everyone do a "weight check" for encumbrance prior to the beginning of this exploration, and much wrangling was had over what to carry and what to leave with the mules. In the end, Barod ended up divesting himself of most of his equipment in order to carry his entire cache of armaments and not be slowed too much. Tully and Sonia ended up carrying the torches, but everyone had a backpack with some large sacks...they expected to haul a LOT of treasure out of the tomb!

[the other note is this: regarding the scrag (river troll)...well, I diced for it every time they encountered the river or entered an encounter area on the river (like chamber #9). The thing never showed up. Every time I rolled the percentile dice, though, the players got nervous, asking "What are you rolling for?" in tremulous voices]

They followed the riverside path until they saw the bridge overhead (#6); tying a rope to Tully they sent him up the rusty ladder only to have it disintegrate. Figuring that the other corridor from the entry chamber would lead to the bridge, they decided to retrace their steps, rather than press on (they thus, never discovered the scrag's den).

At #3 three character applied their might to the bronze wheel and heard stone moving in the distance. They thought maybe the stone doors at #4 had been activated by the thing, but Jumbo was able to budge them open with effort. They lit the torches in chamber #4 and studied the painting. Continuing on, they examined the rods in #5 but decided to leave them behind. At the bridge ("See we knew this was the way!") they reasoned that the rods from #5 could be fitted into the raised brackets of the thing to add stability, and correctly did so. They then proceeded to "the Sun room" (#8, the antechamber). 

Rather than look for a key, the party decided Tully could pick the lock. Although this activated the fire trap that burned him for ten points of damage, he survived and managed to open the door, whereupon the party was greeted by the magnificent sight of the great Hall (#10). When it was discovered that the jewels could be pried from the floor, several of the party members immediately set to work doing so before being halted by Sonia, convinced that this might activate some sort of trap or curse. She even suggested they find a way to glue the gem stones back, but after much grumbling allowed the men to keep the 3 or 4 stones each had already recovered.

Using Tully's spikes and Sonia's rope, four of the party descended into the preparation room (#11), leaving only the dwarf behind to guard the exit (he spent his time prying up gemstones). Finding the "moon door" the party called back to Tully if he'd found any keys, and told him to run back through the dungeon and see if they'd missed anything in the entry chamber. "What? Are you kidding?!" The players' reasoning was that the bronze wheel had triggered something, and perhaps it had opened a secret compartment or alcove in the entry hall (#1) since that was the only room they hadn't visited/returned to since they'd turned it. Not being able to fault their logic and being badgered incessantly (and not wanting to risk another fire trap), the dwarf reluctantly took torch and started back...only to return a few minutes later.

No way, no how.
"Hey, you jokers...there's still that big stairway [leading down to #9] that we haven't explored...and I ain't going down into the unknown by myself!"

Having (wisely) put his foot down on the issue, the party agreed to climb out of the lower chamber and assemble in the grand hall, leaving the mysterious metal "moon door" to wait below.

[to be continued]

Monday, September 28, 2020

Monday Night Football

  *chirp*chirp*chirp*  (those are the crickets, excited for yet another Blood Bowl post)

[hey, folks! I know that I am constantly abusing my readership by writing about football and Blood Bowl instead of, say, B/X Dungeons & Dragons. I get it...that's not what y'all signed up for. But dammit, shouldn't SOMEone on the internet be blogging about the original "fantasy football" game? Until a different nerd comes along and starts doing it, I'm going to consider myself the designated blogger for all things Blood Bowl related]

[actually, even if someone else DID start a Blood Bowl blog it probably wouldn't stop me. Really, I just can't help myself!]

This is not the post about rosters and positions I have sitting on the draft board...it continues to sit like a third string rookie on the bench. But I wanted to give a couple updates before I got back to more "serious" and "studied" meanderings.

Our new Blood Bowl rules are pretty darn good. There are a couple tweaks that are needed...things like reacting to a hand-off in the backfield...but, generally they're working great. I am very, very pleased.

We made it through two full games this weekend (using the new kick-off rules), which is pretty good considering that our time was pretty limited (we're just a very busy household) and the "growing pains" learning a new system. The first match was an orcs-human match-up that went all the way down to the last play of the game: the orcs, down 12-9 had marched the length of the field but were stopped short of the goal line. Linking up to kick a chip shot field goal (to send the game to overtime) the humans crashed the line and tipped the kick, sending the greenskins down in defeat. Pretty glorious overall...and *I* was the one on the losing side!

Our second game also went right to the end but the teams are even more disparate: elves versus dwarves. I thought this one had the potential to be a massacre one way or another, but the dwarves were actually leading 7-0 at halftime. And while the casualties did pile up on the elven side (a total of six by the end), the dwarves weren't far behind (finishing the game with five). 

The dwarves' halftime elation was short-lived as the elves received the kickoff to start the 3rd quarter and proceeded to score a touchdown on their first play from scrimmage. THEN a normally sure-handed dwarf running back fumbled on the first play of the shorties' next possession, giving the elves a short field to score a go ahead touchdown. 

The dwarves then drove the length of the field, using a "hurry up offense" in the last quarter (and judicious use of time outs) to work the clock and score in the waning minutes of the game. Unfortunately, the extra point attempt was wide right and the dwarves ended up falling 14-13. Again...my team lost. But while I know a good coach shoulders the responsibility of defeat himself, in this case I have no choice but to throw my players under the bus for their poor execution. How do you miss an extra point?!??!

I'm going to guess the dark elves are having that exact conversation today in Dallas after blowing two such kicks against the Seahawks.

But how 'bout them dark elves, huh? Man, yesterday the orcs looked...well, pretty much like orcs trying to defend against an elvish passing game. Sunshine or no (I suppose the charitable could blame the Cowboys' turnovers and gaffes on a non-overcast sky), Dak sure can sling that rock, huh? Thank goodness our guy can, too.

Tonight, we've got the humans (Chiefs) versus chaos (Ravens) and, apologies but I'm still working out my rules for mutations, because otherwise I'd try running this game on my own tabletop to see how they stack up. As it is, I guess I'll just have to watch Monday Night Football like a normal person. Jeez.

; )