Showing posts with label top. Show all posts
Showing posts with label top. Show all posts

Saturday, July 31, 2021

"Everyone Has A Gimmick"

This is a bit of a "throwaway post," but I feel like I've got to get something down on Ye Old Blog, and I've just had a hard time writing anything lately. Oh, I've started a couple-three things...I've got a post titled "Time Warp," one called "Down Rabbit Holes," and a third called something like "World Without End." Oh yeah...something-something about encumbrance. But I really don't have the mental brain sweat at the moment to address all these potentially O-So-Profound subjects with the requisite gravitas they so richly deserve. 

So F it.

Instead, I'm going to hearken back to someone else's blog post of yesteryear, specifically this little doozie from Necropraxis called Only Ten from back in 2012. For some reason I've had this old post open on some random tab of my laptop for I-don't-know-how-long and I don't even remember why I was looking at it (let alone what I was thinking saving it). Maybe it came up when I was doing some search for Warhammer Fantasy Role-Play? I don't know...really I don't.

Anyway, for the disinterested, the gist of Necro's subject was the following question: if you could only keep 10 printed RPG books, which would make the cut?  Now I'm not sure about my lovely readers, but I happen to be a middle-aged dude who's been playing (and collecting) RPG material for close to 40 years, and while much of it has been sold, lost, or stolen over the years, I still hang on to a substantial amount of printed material. Enough to fill a bookshelf and a half plus a cupboard, and (perhaps) a large plastic crate or two.  And that's just the printed material. That's a LOT of books to pare down to just 10...and a particularly tall order for a packrat like myself.

Still, while I'm glad I don't actually have to burn the bulk of my library, it's an interesting thought exercise. And it's one I went through in my head earlier today: just what would I keep? Strangely enough, B/X didn't make the cut (due partly to me having memorized most of it, and partly having purchased PDFs from DriveThru...when I absolutely have to look something up these days, B/X is quite searchable on the ol' laptop). Mainly I was thinking of games that would allow me to play (or recreate) multiple genres of fantasy, interesting systems, or thoughtful design. Here's  my list at the moment (in no particular order of priority):
  1. AD&D Dungeon Masters Guide
  2. AD&D Players Handbook
  3. AD&D Monster Manual
  4. Heroes Unlimited
  5. Maelstrom
  6. Warhammer 40,000 Rogue Trader
  7. Sorcerer
  8. Vampire the Masquerade (1st edition)
  9. Hollow Earth Expedition
I can't really bring myself to choose a 10th book...there are a few that could make the cut. The Fiend Folio, of course (and almost certainly would be). Deities & Demigods (the original) makes a strong case if only for its official ability score tables up to 25 and discussions on clerics, worship, and divine ascension. Beyond the Supernatural, Rifts, Gamma World, Deadlands could all go in there...even Ars Magica (1e), Orkworld, ElfQuest, or Over the Edge. And I hardly need not be mentioned how much I love both Ken St. Andre's Stormbringer (1e) and Marc Miller's Classic Traveller (I have the core book compilation from GDW)...that last one (Traveller) might even be able to edge out HEX in the #9 spot. 

Ugh...I completely forgot Twilight 2000. But it's box set technically consists of multiple books. If the original system had a single hardcover, it would leapfrog several of the "possibles" for the #10 slot. It just has a wonderful system for near-future post-apocalyptic games. 

The thing is, MANY of the games I own would be simple enough to recreate, and many could stand a rewrite using a different, more convenient system. Such was definitely the case with Shadowrun (my B/X style knockoff Cry Dark Future is a testament to that). Beyond the Supernatural or Gamma World could both be remade quite easily using B/X (see Mutant Future for an example of the latter). I've run great Top Secret games using the Story Engine system (first published with the Maelstrom RPG)...it can easily be used for other genres asking for "rules-light-story-heavy" mechanics. Of course, OD&D is easy enough to make out of AD&D...if one wanted...

Some may find it curious that 40K makes the list when it's not really an RPG. What can I say other than it provides exactly the kind of science fiction I want...one day, far in the future, I'll completely rewrite both it and HEX (Hollow Earth Expedition) using a different system from what they've been given. But I find their books to be incredibly imaginative and inspirational, as is. Nice art, too.

Folks might note there are no "supplements" making my list. I generally can write my own supplemental material (that's kind of what I do). That being said, I love Ron Edwards's Sorcerer supplements, especially Sorcerer & Sword. Unfortunately, Sorcerer makes the list because of its elegant design principles (and diabolic themes) more than because it's a game I play a lot (I don't). It's an inspirational reference, especially for its narrative sensibilities, and I like it better than other story driven games like Fiasco, Polaris, and Capes.

The real odd duck on the list though is (duh) Palladium's Heroes Unlimited, an RPG I've written enough of in the past. You'll note the cop out above where I don't pick any single particular edition of the game...there are a plethora of differences between 1e, "revised," and 2e HU, enough so as to really alter game play for the participants. 1e was the best written, but "revised's" tweaks to certain classes are really welcome (including the addition of the magical power set) and I would probably go with that. 2e is just a tad over-the-top...although if you want to include uber-powerful characters (equivalent to Thor or the Hulk) you really need to check out the "mega-hero" option in 2e. It's rather beastly, though nothing one couldn't work out for their own campaign (my buddies' long-running HU campaign in high school created their own "mega-powers" list using only the revised rules...long before the advent of a 2nd edition).

And, yeah, for those who hadn't already guessed, this is all just a rambling preamble to talk about superhero stuff.

As I wrote in my last post, my in-laws have been in town, and were supposed to fly back to Mexico on...mmm, Tuesday? Yeah, Tuesday last. But after our last road trip with them, the kids discovered that abuelo (their grandpa) hadn't watched any of the Marvel movies (The Avengers, etc.) and so decided to embark on an epic marathon of film watching...basically one movie per night for 2+ weeks (in chronological order), culminating in Avengers Endgame the night before they were supposed to leave town. And since it's summer time, and we still have things going on during the days and evenings (and we don't watch movies during dinner) this has meant starting 2-3 hour films around 10pm every night and not getting to bed till near 1am.  Um...yeah. And I still get up around 6:30 to take care of the one beagle I have left.

Consequently, I've been in something of a fugue state with a mind inundated by cinematic superheroics for much of the last month. Makes it a little hard to focus.

[hmm...wonder if that's had anything to do with my lack of a "will to write" lately. Certainly can't help]

Anyway: I am NOT about to start dipping back into designing superhero RPGs (again) as happened last April (wow! A month long tangent that started with this post!)...I've just got too many D&D irons in the fire at the moment (and little enough time for juggling those). But that Necropraxis article made me consider long and hard which hero game I'd bring with me to a desert island and I was, well, a little surprised at my own answer. Despite having written on or about the subject a thousand times in the past.

But in consideration for having the MCU force-shoved into my brain lately...well, sometimes I have to do something to spew the excess waste material from my cranium. Here are my current (as in, today, this morning) thoughts on the subject of superhero role-playing games (SRPGs):
  • an SRPG should be run in real time, as much as possible. Day 1 of the campaign should start on a real world date (even if heroes/villains have been "training" or whatever for years). 
  • an SRPG should be grounded in as much "reality" as possible (no picking up buildings by the corner, or flying faster than the speed of light). Super-technology can make impossible things possible, within reason, but shouldn't be readily accessible/understood by Earth humans (so as not to disrupt what passes for "daily life" in the real world)...at least when starting the campaign. Magic falls under the category of a "super-technology" (with the same stipulations).
  • the campaign world should be set in the real world. Imaginary cities/countries (Metropolis, Atlantis, Wakanda) should be avoided. Extraterrestrial and extradimensional entities are okay, which can explain mythological-type beings (Thor or whatever).
  • the campaign world should be allowed to spin out of control based on the occurrences of the game.
  • all heroes/villains should start as "unknowns" to the general public, i.e. they have no reputation for being "super-anythings" before the start of play. Actions taken by characters will determine public perception.
  • Day 1 marks the first appearance of super individuals in the campaign world
  • an SRPG should be generally "free-wheeling" with logical consequences to follow
  • no weapon fetishes: make and model of firearms and caliber of ammunition should have near zero impact on game play.
  • experience increases effectiveness of characters. Active superpowers (things that turn on-and-off) either increase in scope/impact, or ability of character to use. Experience is gained through play. Time spent not playing will not result in experience.
  • an SRPG is not a comic book. There is no plot immunity for characters.
  • an SRPG is not a film. There are no guaranteed happy endings.
  • an SRPG is a game about super (i.e. "greater than human") individuals in a human scale world and those individuals impact on the world. The PCs may become champions of the people or conquerors of the world. 
  • The referee's job is to establish challenges for the PCs. For villainous PCs, these challenges can take the forms of law enforcement, task forces, and heroic super teams. Challenges should be commensurate with the scale of the PCs' abilities. Scale is determined by sphere of operation as mutually decided by the referee and the players.
  • All PCs have a drive that allows them to push beyond the boundaries of ordinary humans.
  • All PCs have a flaw that can be exploited by adversaries.
  • All PCs have enough humanity to allow players (including the referee) to relate to the character. Thus, no artificial beings or alien creatures lacking human emotions, feelings, etc. The game is not about how well a player can portray a plant thing, inhuman monster, or celestial/infernal being. Likewise all PCs must be sentients of at least minimal intelligence for operating on planet Earth (the campaign setting); the game is not a comedy of errors based on an ignorance of cultural norms.
  • There should be at least some randomness in determining a PCs particular "power set;" players are neither allowed, nor expected to come to the table with a fully formed character concept.
*Whew!*  Aaand...that's about it. I've decided that I'm no longer all that interested in forcing players to act cooperatively or assign them to super-powered task forces...I'm not even (particularly) interested in them acting as "heroes." Instead, I'd rather just offer them opportunities...multiple...just as one might with, say, an AD&D campaign setting. Being a planet such as we have, it's not like the PCs couldn't hop a plane and be most anywhere in less than 24 hours, so lot of possibilities for adventures are possible...and "story arcs" have nothing to do with any of it.

It's a little different from how I've thought about SRPGs in the past. 

Monday, March 14, 2016

Jessica Jones (Addendum)

My main review still holds true.

"You don't want to watch? Fine."
Just took the time to finish watching the last couple episodes of the Jessica Jones series on Netflix. Excellent. Ends on a perfect note. The last two episodes are great, and are as tough to watch as the earlier stuff (though for more gruesome reasons). Very clever, very well done.

I see now the reasons for the inclusion of IGH (as a set-up for the following season). Still dissatisfied that this ended up involving the Simpson character (too much coincidence)...but from a filmmaking perspective it just "tightens the strings." Part of the problem with shows that involve large ensembles (take Lost as an example) is you end up with a lot of loose ends flapping in the breeze...which might be "realistic" (in the real world sense) but perhaps unsatisfying to the paying audience who wants to see everything resolved.

On the other hand, the wife and I just finished watching the series finale of Downton Abbey last week, and the ending held exactly zero surprises...everything, more or less, perfectly resolving the way folks would like it to resolve. Which is fine, because, in the end Downton Abbey is a feel-good drama, a type of show that you don't really see (it doesn't usually make for compelling television).

Jessica Jones is not "feel good," and it would have felt wrong to end on a 100% positive, upbeat note. The last shot is a great one...I'm not sure if this brand of darkness really fits with the Marvel milieu, but it sure as hell is great television. As I was saying the other day, these comic-to-screen adaptations don't have to be cannon. What the show's creators have done with the Jones property is pretty amazing.

Sweet Christmas.
And the adjustments they've made to Luke Cage are fantastic, too...Michael Colter's portrayal gives us a much more interesting, nuanced character than the caricature that was too often on display in comics and animation (though I haven't read any of his recent stories...like any of the New Avengers stuff...so it's possible I've missed a lot of character development). Most of what I've liked about Cage in the past is his interaction with Danny Rand, the way the two complement each other. But the interaction between Cage and Jones is even better, bringing out additional layers I've never seen in the comics. It's much more interesting (to me) than the usual romantic relationships in action-dramas...or even your average romantic-comedy, come to think of it.

[I say "interaction" not "chemistry," as the latter doesn't seem to really be there. However, I'm not sure how much of that is by design...Jessica Jones, as written for the show, is not the type of person to easily have chemistry. And Cage has always been a hard-case...the unbreakable skin has been a metaphor for his personality for much of the character's existence]

So, it was good. Good enough that the series as a whole easily makes my Top Ten list of live-action Marvel fare. That's not hyperbole, just by the way...I actually went through the current list of live action Marvel films and television series to make sure. My current list (solely based on alphabetical order):

  1. Ant-Man
  2. Captain America: The First Avenger
  3. Captain America: The Winter Soldier
  4. Daredevil (the Netflix series)
  5. Guardians of the Galaxy
  6. Incredible Hulk (the Ed Norton film)
  7. Iron Man
  8. Jessica Jones
  9. Spiderman 2 (the Alfred Molina/Doc Ock film)
  10. X2: X-Men United (that's the second film)

I mean, I like the Avengers films an awful lot...they probably fall just outside of my Top 10, and the films listed aren't without their warts. In fact, a couple of 'em may not even be great cinema...but each of them has something special that (for me) distinguishes it. A really awesome villain for example (Alfred Molina, Tim Roth), or a fun and playful version of a traditional protagonist (Ant-Man, Iron Man, Star Lord) or jut a damn good marathon of storytelling (Daredevil and Jessica Jones).

[actually, just looking over the list I see that all of these films have great antagonists. I'm a villain guy, I guess...it's the Dungeon Master in me]

Okay, that's it. Time to do some chores (including some work on the book).

Sunday, July 28, 2013

Top 10 Troll Questions - 5AK

It's been a long day.

But a good one. I mean, we made it back to Seattle safe and sound and found our house hadn't burned down and the beagles hadn't run away and because of a small bout of food poisoning my wife gets to put off flying to South America for at least one more day.

[even sick time with the family is better than no time]

We got up at 6ish after being awake and active till close to three so that we could make the early ferry ride back to Seattle. All went as planned and I managed to keep my eyes open the entire drive (the rest of the fam were crashed out in the back seat) which is, of course, a good thing.

However, even with a siesta this afternoon it's been a looong day. And, yes, I realize no one really wants to hear about that.

We're on a countdown now till the release of 5AK, my only (current) entry into that category of games called D&D Mine or (more prosaically) Fantasy Heartbreakers. That's right: it's really difficult to consider 5AK something much more than a "fantasy heartbreaker," though it bears fairly little resemblance to 1st edition AD&D (the mark of many FHBs)...it's still just another fantasy adventure game with a "team-up and step-up" mentality that does NOT bear the "D&D" stamp of name recognition and so is destined to for second-class (or third-class) status.

Which is fine. The train has left the station, so to speak (or rather, the car is rolling down the hill with the keys locked in the ignition) and there's really no stopping it. I've got a bunch of dice manufactured for the thing, filling bags in my office. The manuscripts are at the printer for their first print run and I will be charged for it, using the money made in my earlier publishing ventures (no "kickstarter" for me!). And...well, that's it. The rewrites are done...I can't change what will be coming out of the print shop at this point. The first printing is going to be as good (or as bad) as it will be and it's pretty much out of my hands.

All I can do now is hock my wares.

To this end, I've decided to dedicate the next few days (and next few blog entries) to talking about 5AK, using topics of conversation I might normally take but solely applying them to the subject of my own game. This will, of course, irritate some of my good readers who could care less about a new fantasy heartbreaker and who want more D&D style subject matter (and who are already tired of my random digressions on all things that pull my attention). So be it. One thing I did NOT do a whole helluva' lot of with my 2nd book (The Complete B/X Adventurer) that I did with my first book (the B/X Companion) was talk about it much, or blog about it much, or mention it in other peoples' blogs or on various forums or whatnot. And you know what? It didn't sell half as well (even counting "print only;" the B/X Companion has sold far more electronic copies than it ever sold in print). Even though there's stuff in TCBXA that is useful to most folks B/X or LL campaigns (unlike the B/X Companion which is mostly only useful to high level campaigns).

So, yeah, I think I'll have to talk it up a bit (or talk about it anyway). I'll try to do a post a day until it comes out, but...well, we'll see what time allows of me.

To start off, we'll try a softball post: Random Wizard threw up a ten question poll on his blog that a bunch of people have been using as fodder for their own blogs, and I'm going to do the same (I did say, "softball," right?)...except that I'm going to apply all the questions to 5AK. This should be at least a little fun, because RW tried to take the most contentious topics for his list of questions. Perhaps it will pique the interest of folks who are curious. Here goes:

1) Race (Elf, Dward, Halfling) as a class? Yes or no? There are no "races" in 5AK, only classifications of adventurers, and there are no "demi-humans" in the default setting, solely in an appendix of optional rules. If the optional rules are used, each is a subclass of a main adventurer class.

2) Do demi-humans have souls? All sentient beings in 5AK have souls, including jinni. Demons, as fallen angels, technically are souls.

3) Ascending or descending armor class? There is no "AC" stat in 5AK, ascending or descending. A character's class of armor (light, heavy, or none) makes it tougher for an opponent to inflict damage (i.e. "to hit" or make a successful attack) but combat is based on the original CHAINMAIL rules, not the alternative combat tables first seen in Book 1 of OD&D.

4) Demi-human level limits? If the optional rules are used, the demi-human subclasses are limited in the maximum level they can achieve.

5) Should thief be a class? Thief is a major class; it has two subclasses.

6) Do characters get non-weapon skills? Thieves (and thief subclasses) have non-weapon, "thief skills." New characters start the game with random advantages that can sometimes resemble (or are, i  fact) "skills."

7) Are magic-users more powerful than fighters (and, if yes, what level do they take the lead)? This is an apples-oranges question. Magic-users use magic. Fighters fight. If you want to do something magical, call on a magician; if you want to kill something, call on a fighter. They have different arenas of specialty in 5AK with very little over-lap. A mage can swing a sword or axe (and if they want to attack/kill something, that's the best way to do so)...but a hero is a lot better at it.

8) Do you use alignment language? No.

9) XP for gold, or XP for objectives (thieves disarming traps, etc.)? Define "objectives." There are some XP bonuses in 5AK (usually for one-time experiences), including "milestones," that might be an objective of play, but no one gets XP solely for disarming a trap. XP is awarded for gold and monsters, but the amount of XP awarded diminishes as PCs gain experience (i.e. "go up in level").

10) Which is the best edition: ODD, Holmes, Moldvay, Mentzer, Rules Cyclopedia, 1E ADD, 2E ADD, 3E ADD, 4E ADD, Next? Well, I'd like to think 5AK is pretty good. Many early editions have their own special charm to them. To answer "which is the best" I need to know "the best what?" Different editions are better (or worse) depending on what you're looking for.

Bonus Question: unified XP level tables or individual XP level tables for each class? There are three distinct XP level tables in 5AK, though thieves and clerics share the same one.

All right...well, that was fun. Tomorrow, I hope to do something a little less softball, and a little more weighty. But right now, it's time to hit the hay. Later!

; )

Sunday, June 12, 2011

Best Basic B/X Monsters (Top Ten)


And by "best" I mean, "best at killing players."

I've read more than a few times that the Holmes basic edition is the most dangerous, mortality producing version of the game ever written. This is due in part to certain "expert level" monsters (like the purple worm, manticore, hydra, and vampire) being included in a game where the characters only go from levels 1-3.

Well, I beg to differ...I mean, dead is dead, right? If you're digested by a purple worm you're not anymore dead than being smacked for max damage by an ogre; there's a point of diminishing returns on that kind of thing (i.e. "death").

[unless, of course, you're killed by a vampire...then I suppose you can be "even more dead."]

But Moldvay's red book has plenty of monsters that will wipe out characters in the 1-3 range...many of whom are listed as standard wandering monsters for those very same levels. The idea that Moldvay's version of Basic D&D is somehow safer or "more balanced" is completely ridiculous. At least in Holmes characters with a high Dexterity will (on average) gain initiative (and thus, the upper hand or opportunity to run) in any encounter. In B/X, initiative is always a crap shoot.

The following list is my Top Ten Most Deadly Monsters from Moldvay's red book. Most of them are also my favorite monsters in the Moldvay set (these I've marked with an "*"). Not surprisingly, they are very real PC killers...only a true asshole of a DM would use these in an adventure for characters under 4th level, at least in the numbers listed in the rules (a singular, lone creature is much easier to deal with than a group, at least for a large adventuring party).

Oh, by the way...dragons (of any color) are NOT on the list. While I will be the first to say there aren't ENOUGH dragons in your average D&D campaign, dragons have such wildly varying ability that one can't really say whether they are consistently deadly (a stupid, sleeping, dragon of young age and no spell-casting ability isn't much of a threat if the party can get the drop on it and reduce its hit points before its first breath attack).

Here's the consistent badasses:

#10 Zombies: If there was any question in my mind whether or not "the damned dead" should be here, it was answered by last Thursday's decimation of adventurers. Unlike every other edition of D&D (including AD&D and Holmes), Moldvay's zombies are CHAOTIC (all undead in B/X are Chaotic), which is to say "unholy" and "evil;" probably the reason holy water is so effective on 'em. I already wrote how nasty these guys are...they beat out other 2HD monsters (like gnolls) due to their fearlessness (no morale checks) and immunity to sleep spells. Used in large numbers they are likely to take apart any 2nd level parties they encounter.

#9 Shadows: Again, a change-up from other editions of the game, B/X shadows are NOT undead, and thus NOT subject to turning...however, they are still immune to charm and sleepspells and being incorporeal, can only be hit by magic weapons. They show up on the 3rd level of a dungeon (1-8 appearing!); how many of your 3rd level character are carrying magic weapons? Strength drain is delicious and even if a party survives the confrontation, will probably be left deep in the dungeon in a weakened condition.

#8 Minotaurs*: I've always loved the minotaur as a monster; dug it in the legend of Theseus, dug it in Saturday morning cartoons (an episode of the old Godzilla, if I'm not mistaken), and loved Willingham's illustration in B2: The Keep on the Borderlands. A 6HD monster that gets a +2 on damage when using a weapon. Being larger than an ogre, it is immune to both charm person, hold person, and sleep, and will probably kill at least one or two PCs before being brought down, even by large parties. Minotaurs are also intelligent, and unlike other monsters "will pursue as long as its prey is in sight" (this one isn't distracted by dropped rations). Vicious...did I mention that the normal number appearing is 1-6? What the hell is this doing in the Basic game?

#7 Harpies*: As with minotaurs, I've always loved the harpy; I've been a fan of Peter S. Beagle's The Last Unicorn (both the book and the very faithful film adaptation) for years, and the harpy is an awesome villain...but which is the adventure module where, if PCs fail their save versus the harpy's song it comes and (automatically) "rips their eyes out?" One of the Slavers series maybe? Or the Master of the Desert Nomads? Regardless, that's the kind of encounter I love to see in adventure modules (and that some players...hi, Luke!...absolutely loathe). But if any monster should be a malicious, de-protagonizing bitch, it should be the harpy. Monsters that fly mean monsters that are hard to bring down (and that circle to keep out of range of spells). Three attacks per round (claw-claw-weapon) makes them exceptionally nasty, even without the charming. I used surgically-modified harpies in my Paschendale Necropolis adventure (no singing and no weapon attacks) and they still killed both hirelings and wounded several party members in nothing flat. The fact that they don't rate higher on this list should tell you something about numbers 1 though 6.

#6 Bears*: My love for the bear as a B/X monster is, I think, fairly well known. The only thing that doesn't rate them higher is their low "number appearing" stat (usually only 1, unless in their lair). Often totally underestimated...what? It's just a bear, right?...they will kill party members very quickly before they even know what hit 'em. Except for the black bear, all bears are larger than the ogre and are thus immune to the sleep/charm/hold spells of low level characters, and being animals are fairly immune to reasoning or negotiation (and since you usually only encounter ONE, they're generally NOT subject to morale checks!). Of the bunch, my hands down favorite is the polar bear (even the non-armored variety), because they seem so mundane...right up until they kill you. "Oh...and the bear hits you several times and does [*roll*roll*] ...30 points of damage to you! Holy crap!"

#5 Ghouls*: While these are a personal favorite (nothing says "terror" in the dungeon like a pack of flesh-eating undead) I almost never use them except in high level games or very small moderation. Why? Because they are Total Party Kills waiting to happen. 2HD creatures with claw-claw-bite ability are nasty enough...I've seen a half-dozen troglodytes with the same D4/D4/D4 take down two plate armored fighters and a plate-and-shield cleric without batting an eye. Ghouls do D3/D3/D3 with the same chance to hit, and every attack that hits forces a save versus paralysis (requiring a 12-14 save roll on the D20 for characters under 4th level). Did I mention they travel in packs of 1-6? And being undead they're immune to sleep/charm/hold? That gives 'em a leg up over the tentacled carrion crawler. Did I also mention that per Moldvay they start showing up on level two of the dungeon? Do you know what a 2nd level cleric needs to roll to turn a ghoul at 2nd level? A nine. Fairly long odds...and if you happen upon a lair (treasure type B = 2,000gp average), you'll encounter 2-16. That's a lot of diseased nails raking the flesh from your bones. 'Course it could be worse: in OD&D and AD&D being killed by a ghoul turns you into a ghoul!

#4 Mediums: 1st level magic-users come in packs of 1-4. The only reason they don't rate higher is it's always possible the PCs might get the drop on 'em and take 'em down with a sleep spell of their own. Otherwise, it should be short work for one of the mediums to get off a sleep spell and drop an entire adventuring party. Heck, a magic-missile might well finish off that rival party mage hiding in the back ranks, and if accompanied by their "master" (only a 3rd level magic-user in the B/X monster description!) the party may well find themselves trying to push their way through a web spell to get to said magic-users. In the lair (a school?) mediums are encountered in groups of 1-12...that's a lot of charm spells. Personally, I'm surprised it only rates as a 3rd level encounter.

#3 Lycanthrope: Werewolves*: Although these don't show up in B/X until the 4th level of the dungeon, they are present in the Basic book, and are one of my all-time favorite monsters. I almost never use them. Generally found singularly in old TSR adventure modules (a la the standard horror cinema "wolfman"), when used as written, they can be one hell of an encounter: number appearing 1-6 (2-12 in lair/wilderness). In addition, lycanthropes can each summon 1-2 normal animals to aid them and werewolves "summon normal animals to form large packs with them." On average that's nine monsters (3-4 werewolves and 5-6 normal wolves) or double that (around 18!) in the wilderness or dungeon lair. Any group of five or more has a 5HD, 30 hit point leader that does +2 damage (and is, of course, immune to sleep and charm and hold person spells...at least in wolf form), and all werewolves require silver or magic weapons to injure. Assuming you can tell which wolves are the lycanthropes and which are the normal wolves (how many silver arrows are the low level archers packing?). Wolf packs tend to maul the hell out of characters anyway (I saw three or four normal wolves take down a charmed ogre during a run of M1: Blizzard Pass) and werewolves fight and attack like dire wolves. Such an encounter with "average" numbers will kill several PCs, especially the lighter armored party members. And even should they run, wolves are some of the fastest pursuit critters in the game (180' move compared to the un-armored PC's 120' move). It would be a small matter for such scent hounds to run the PCs down.

#2 Owl Bears*: Probably my all-time, hands down favorite monster of the Moldvay Basic book, they are also probably the baddest of badasses. Cross a grizzly with a griffin and what do you get? A creature that can't be stopped by the spells available to characters level 1st through 4th and that can do up to 40 points of damage in a single round. Claw-claw-bite at D8/D8/D8 plus "bear hug" for 2D8...and did I mention they hunt in packs of 1-4? A normal grizzly is only ever found solo in a dungeon...you can encounter up to 4 times that many owl bears on the 4th level of a dungeon, and they will rip you to shreds. Bears of a feather flock together, I guess. Need it be mentioned that with 5 hit dice they're immune to charm, sleep, hold person, etc.? Oh, yeah...I already said that. When these bad boys come out, even 4th and 5th level fighters tremble in their boots.

#1 Medusa*: Another monster I almost never use. Interesting that the OD&D version had the lower body of a snake, like the classic gorgon of Greek myth...not sure why they changed it in later editions except possibly to not confuse it with the (confusingly-named) bull-like creature. Moldvay's description of the monster constantly refers to it in the singular, which I find strange as the number appearing is 1-3 (1-4 in lair). An average of 2 medusa per encounter, each one of which is 4HD with an auto-death attack (poison) AND and an auto-petrifaction effect (no attack roll necessary). The medusa (in numbers of 1-3) first show up on the 3rd level of the dungeon. What party of 3rd level characters is going to survive a wandering encounter with three medusa? That's just a ridiculously tough encounter...you might as well call 'em half-hit dice mind flayers. I feel mean just putting ONE medusa in an adventure; as I said, most of the time I just leave 'em completely out of the game. Too bad, though, because Perseus and the gorgon is probably my 2nd favorite Greek myth, right after Theseus and the minotaur.

All right, that's the list...and glad I am to get it off my chest. One of the monsters on this list will be featured in blog posts all week long, starting tomorrow, but for right now I'll let you contemplate the sadism of Tom Moldvay's "Basic" set and the death and destruction it is possible to unleash even before opening the "Expert" box. I know I did, back in the day, as I owned the Basic set probably for a whole year prior to getting the Cook/Marsh Expert rules.

Prost!
: )

Wednesday, December 2, 2009

Monsters, Monsters Everywhere


Just taking a quick break...well, actually I was watching Top Chef, and I am getting ready to go to bed...gotta' get up at 6am again tomorrow. Just wanted folks to know I finished monster #70 tonight. I'm pretty pleased with how its going, though I'm more verbose than I probably should be (hey...these monsters are a bit more complex than your average giant rat), and I'm afraid I'm running long. Right now, the monster chapter is 14.5 pages (that's two collumn, 10 point font) and I set aside 16 total pages for the monster section. Thing is, I'd like to have at least a page worth of art (interspersed), and I've got 9 monsters left that I want to add...five absolutely need to be in (there's a magic item that kind o depends on 'em), but I might be able to abstract 'em down to a single entry...though truth be told, I'm not sure they NEED that much space.

Damn you Monster Manual II! I need to stop looking at you and simplify, simplify!

Case in point: many of the monsters present in my B/X Companion are of the "legendary variety" (oh, I have one or two homebrewed critters, but most are based on mythology and folklore...like the ponaturi). So, for example I simply HAD to add a phoenix. Why? Um...cause they're kind of big in mythological culture.

The MM2 has an entry for a phoenix. It is seven paragraphs long, not counting the stat block. Most of it is lists and lists of spell-like powers. My phoenix is three paragraphs long with a total word count of 243. I like mine better...hell, maybe I should post it so folks can compare.

Phoenix*

Armor Class: -3………….No. Appearing: 0 (1)

Hit Dice: 9+9****………….Save As: Cleric 17

Move: 360’ (120’)………….Morale: 12

Attacks: 2 talons, beak………….Treasure Type: Nil

Damage: 2-5/2-5/2-5 + see below….........Alignment: Lawful

The phoenix is similar in shape and magnificence to a peacock, though they are twice as large (wingspan of 8-9’) and colored a spectacular red, orange, and gold. They give off a palpable heat, and attacks from a phoenix do an additional 2-8 points of damage per hit to anyone not protected against magical fire. The phoenix itself is immune to heat and cold, as well as poison and disease, is immune to mind affecting magic or polymorph, and automatically sees through illusions.

Renowned for their great healing ability, the phoenix will generously share its curing gifts with any individual in need. Their mere touch can cure disease or serious wounds, neutralize poison, or raise dead. A phoenix may also use restoration and rejuvenation, but will only do so for the most Lawful and deserving creatures as doing so greatly drains them; after performing one of these latter spells the phoenix may not use any healing power for 24 hours.

A phoenix lives 1000 years but is truly immortal; at the end of its life cycle it bursts into a white-hot flame from whose ashes the phoenix will be reborn in a fortnight. The same occurs if the beast is slain (they are only harmed by +3 or better weapons). Those standing within 10’ of a burning phoenix suffer 10-80 points of damage, and any weapon used to strike a death blow will be burned to a cinder if less than +5 in value.

But, yeah...even though I like mine better I don't want to stray TOO far from the stuff already in the books (both AD&D and BECMI when such is available). After all, some of this was puzzled out to be consistent with other monsters already in the game, right? Can't be giving a phoenix a claw attack of 3-18 or something when a red dragon only does 1D8, after all. At least that's MY thinking.

Of the last 9 monsters on my list, 5 have absolutely GOT to be in the game. The other four I really like, and of those 3 already have stats in AD&D. Kind of. Well, really only one (the Marid) but the other two are partly based on creatures already in AD&D...and for that reason (and since they're not REALLY mythological/legendary), I might just drop 'em.

Can I fit seven more monsters and still have space for stuff? Hmmm...it's gonna' be tight, though editing and clean-up might help. I'm tempted to stay up later...no, NO! Must sleep!

Okay, going to bed...the beagles are already snoozing.

; )