Showing posts with label uk2-3. Show all posts
Showing posts with label uk2-3. Show all posts

Friday, February 4, 2022

A Different "Half-Orc"

SO...last night (Thursday) my players were creating new PCs for the campaign (because their others are all dead...natch) and my son rolled up a half-orc fighter/assassin; his FIRST half-orc character as far as I can recall.

[we don't use alignment in our games and this is far from the first assassin we'e seen, but it is (perhaps) interesting that it's taken this long to get a multi-classed one]

Right on, I said. A half-orc, huh? To which he replied something along the lines of: "Yeah, I'm thinking he was kidnapped from his orc-mother's village by humans when he was a child and forced into a reeducation program similar to what was done to Native Americans. How's that for a backstory?" Well, we really don't do backstories (he laughs), but that's not a bad one. How does he feel about orcs? "Well, he sees orcs as his people, really, and hates humans for what they did to him and other village children."

I pointed out to him that his sister's character is a human (and a cleric to boot...a lot of those Indian Residential Schools were run by Catholics or Christian missionaries). At which point he started bending over backwards to create more backstory justifying their relationship and reasons for adventuring and...'No, never mind. Not important.' Because, of course, THAT's not. The game is not about exploring complicated social dynamics based on race and trauma, the bonds of camaraderie and friendship, and the acrimony of historic abuse and cultural genocide.

Thank goodness. That wouldn't be nearly as fun.

However, as I sat in church today (my kids attend Catholic school and since the pandemic, they alternate which classes get to attend Mass on Fridays...today was my daughter's class)...I reflected on this. On this sordid piece of my religious/cultural history. It is/was a really f'ing sad piece of work all around...one that the Catholic Church has yet to apologize for (the Pope is scheduled to meet with delegates from some 30 indigenous American tribes this March...we'll see what happens).

Because...all awfulness aside...my kid's idea for using "half-orcs" is kind of brilliant.

I've done a lot of things with orcs in my games over the years. First, of course, they were just another evil minion monster looking to follow a strong evil leader (the classic trope). Later, they were "beastmen," the common sword & sorcery trope, some sort of not-quite-evolved, more bestial human (see the Moldvay description). At times, I've wanted to use them in the Tolkien sense...an evil "fey" (fairy) race, either evil by nature or corrupted by some dark power (Tolkiens' orcs are "broken" elves)...however, this always steps on the toes of the various goblinoids.

More recently, I've postulated orcs as either some sort of "created" servitor race (most likely by the sorcerous elves, for whom they hold enmity) that have thrown off their shackles and established their own brutal civilization OR ELSE "orcishness" is a type of magical mutation that occurs in the post-apocalyptic wilderness, while "half-orcs" are simply first generation mutants; the PA spin on the S&S beastman trope.

What I haven't considered...like, at all...is using the orcs as analogous to any real world people. I don't see them as Mongols or Huns or "noble savages" of ANY sort. I haven't had the desire to replace real world cultures, I definitely don't see humans in D&D as "white Europeans only" and I always wanted solid reasons for PCs to have adversarial relationships with these subterranean, cannibalistic, tool-using sentients. They ain't humans...at all.

And yet, in AD&D we have half-orcs. And, heck, they're one of only three races that can (as a matter or the PHB rules) be clerics. Wha-wha-what?

One of the things I liked about the B/X rules were their complete lack of semi-humans (half-orcs and half-elves). Leaving aside the old school racism of the "half-breed" trope (ugh!) can we say these are different species and NOT reproductively compatible with each other? Just what kind of fantasy are we playing here? If this is Greek myth...well, okay, anyone can breed with anything (that's how you get minotaurs, for example). But given the kitchen sink nature of the setting, you go too far down that road and you end up with something resembling Piers Anthony's Xanth novels. And that's NOT really the kind of game I want to run...not even close.

Now, if orcs (and elves) are just variant humans...like neanderthals and cro-magnons and whatnot...with genetic compatibility...well, okay, sure. But then orcs should be able to breed with elves...and the rules are pretty explicit in THAT prohibition (one assumes this is, again, because of Tolkien...but Tolkien himself had the orcs as corrupted elves. And drawing on northern European myth, why not have marriages between light and dark fairies? Um...pretty sure that was a thing, once upon a time).

Do I want orc-elves? No. I do not.

So, I'm considering riffing off my kid's backstory in my world's concept of "half-orcs." In my campaign humans are a transplanted species...they've only been on the planet for two or three centuries (long enough that their history...where they came from, how they got there...is mostly mysterious and lost knowledge). They are the "new kids on the block;" the other sentients were there long before with long established relationships and histories. 

Despite that...and despite the hostility they face from MANY of the sentient species on the planet...humanity is an ascendant species and have quickly adapted and, in many parts, taken over the local. There is still hostile "wilderness" to be explored (and conquered) but humanity has already managed to carve out multiple kingdoms in the region...kingdoms connected by tenuous strands of humanity.

The elves...and their relationship with humans (both socially and genetically)...is something I won't get into today, but it's fairly mapped out. The orcs, on the other hand, aren't something I considered before, other than: A) they're one of the indigenous species (unlike humans), B) they're antagonistic to the humans, and C) their capabilities (game-wise) are more-or-less as described in the PHB.

Now, however, I am thinking of half-orcs as something much more similar to the indigenous peoples of North America, and their relationship with the "new" humans being something very much like that of the indigenous people to the white (and black) settlers that came to the (Pacific Northwest) region in the 1800s.

[my game world is set in the PNW...my game map is Washington State and the surrounding area]

Unlike the actual indigenous people, orcs are not humans. However, they are close enough that the humans have attempted to assimilate them into their culture...much the way as Canadian and US governments attempted to reprogram native peoples with their own values, customs, languages, etc. And using similarly brutal and inhumane methods.

A "half-orc" then is NOT a hybrid species of human and orc. Instead, it is an orc that has been taken and culturally re-educated by the humans (good-intentioned or not). They've been taught the language, taught the skills, learned the values and etiquette, all in an attempt to make the creature "less orc." The classes available to the half-orc (fighters, clerics, thieves, and assassins) are the only ones humans would deign to teach an orc (and clerics only to 4th level), or that orcs could pick up on their own. Sorcery? Absolutely not...though within their OWN culture, they teach their own versions of sorcery and clerical magic (using the tribal spellcaster rules on page 40 of the DMG). Such individuals...derisively referred to as "witch doctors" by the humans...are not available as player characters, as their powers are only used for the good of their peoples, rather than "adventure."

Non-indoctrinated orcs, then, have far different cultural priorities than the average adventure-seeking humans. It's not that orcs who retain their own upbringing and social structure don't (sometimes) get the urge to go out and plunder an ancient ruin...but the game is not about those individuals. It's about the humans (and human-accepted) who cooperate, hang out in (human) towns/cities, and look to increase their wealth, prestige, and standing (amongst human-types). 

Nothing halfway
about this guy....
The orc peoples...of which there are many tribes and traditions...are just a little too hostile to the encroaching humans to mix easily into an adventuring party. Those that do can ALL be considered "half-orc," or rather "half-human," based on their different perspective and outlet. Not all of them will hate and resent humans, though most will have mixed feelings about them. 

Not sure why this particular approach to humanoids feels better than human-on-human violence that was so off-putting when I considered setting my game in historic South America. It's not because the actions of American settlers in the west was any less egregious than what happened in (what is now called) Latin America...just research a bit about the Yakima War for a taste of that action. But for some reason, it doesn't feel so problematic to me. Perhaps, I just have more of a handle on the local history and politics, that I feel I can steer the narrative better. Perhaps using "fantasy races" I feel like there's the opportunity to resolve things in a different (maybe better) way. Perhaps I've just grown and matured the last couple years and feel capable of dealing with the harsh reality of colonialism and racial relations.

Or maybe it's just that my children (who are my players) have some understanding of real world history and won't just be going "Cowboys and Indians" on the poor old orcs.

I don't know, but I'm digging on the whole concept. It opens some other issues, of course (like, what exactly is up with Lavinia and her half-orc sons in UK2: The Sentinel...are they adopted? Is she some sort of horrible ex-teacher from an Orc Boarding School?). But the more I reflect on it, the more I find the subject matter something I want to engage with. I hope Diego's new PC can stay alive for a while...I'll be interested to see where his adventures take him.

Thursday, January 6, 2022

What Treasure Is

The title of this post is meant to be read literally only as applies to the D&D game. I would hope we all agree that REAL treasure is the time spent with family, friends, and loved ones (as I am often reminded by the holidays).

[and speaking of "treasured time:" we DID manage to finish our Axis & Allies game...after THREE DAYS...with the Allied forces capitulating once the Krauts had taken all of the USSR save Moscow, and after Italy had invaded the central United States through Mexico. Folks may find me silly to crow about beating a kid two weeks shy of his 11th birthday; truth is, I'm proud of how well he plays. He's also pretty sharp (he beats me in chess about one game in three these days) and a fast learner. And I was playing from behind most of the game after Italy got pwned in the Mediterranean theater and after I stupidly chose to neglect Russia till Turn 4 (I'm so used to having Japan invade from the east, and had a difficult time adjusting to the needs of the game's European Only limitations). Still, I managed to take the UK...twice!...and while London was firmly in the hands of the Allies by the end of the war, the Americanos' need to bring overwhelming force to the North Sea ended up losing them all of Africa to a German "end around"...which gave Italy the space they needed to recover their naval forces. I seriously doubt Diego will make the same mistake again]

[of course, now he wants A&A Pacific for his birthday. Oh, boy]

Onto AD&D.

I am running the kids through Hommlet. Yes, T1...not the Temple of Elemental Evil mega-set (which I own and which is a disaster to parse). This is the first time I've run T1 using the original rules for which it was intended; my only other experience with the adventure was running it as a PBEM 3rd edition conversion (you can read the transcripts which I posted to my blog a few years back). 

It's been...mm...a bit of a rough go. Mainly due to their being so few party members. The adventure itself seems fine for a group of six/seven 1st level players. We have two. They ended up hiring four of the NPC adventurers hanging around the Inn of the Wanton Wench, three of whom were of the evil, "ambush-the-party-when-they're-weak" variety...with the inevitable results; i.e. Total Party Kill. HOWEVER...the kids want to make new characters and go back to Ye Old Moat House, and I have a few workarounds that I'm going to try implementing with our next go of it. That will all be detailed in a (later) post.

[for the curious: the players are still playing in the same campaign world, but I haven't taken the time to place Hommlet on the map. I'm thinking probably down around Tri-Cities...or near them...due to the proximity to the Columbia River. Probably Burne and Rufus should be agents of the Tri-City States, though my first thought was to make them vassals of the Red Empire - i.e. Spokane - far to the north]

Treasure in Hommlet...a rather important consideration in AD&D...is quite good. Leaving aside what might be stolen from the village goodfolk, or looted from the bodies of evil henchmen, the moat house contains well over 30,000 g.p. of treasure, not even counting the sale value of magic items (which could push the total over 73K). Parties managing to find every scrap of loot AND retaining magic items (as opposed to selling them) can expect a haul of more than 41,000 experience points...enough for even a party of eight to climb to 3rd level...or higher! This is found in 17 of the 35 numbered areas, so roughly every other encounter will have something valuable for PCs to purloin. 

Certainly whets the appetites of new players. No wonder T1 is held in such high regard.

Of course, not all the treasure found is of the coin and gemstone variety. One locked door protects "30 shields, 12 suits of leather armor, and barrels of salted meat." Another hides "50 spears, 10 glaives, 6 guisarmes, 3 battleaxes" as well as "two crates holding 120 arrows and 200 crossbow bolts respectively." Along with hidden kegs of brandy and four score of "black capes" sewn with a "yellow eye of fire," these two rooms alone yield a rich hall of nearly 1,200 g.p. value (even counting the capes as a 5 s.p. traveling "cloak" from the PHB).

But JB, that stuff isn't treasure! It's just gear and supplies that can be used by ill-equipped parties or given to arm henchmen and mercenaries. Where's the REAL treasure...the coins and jewels and such? Okay, first off coins...like all money...are simply a medium of exchange. One uses coins as a portable way of acquiring goods and services. In the AD&D game they also serve an ADDITIONAL purpose of providing experience points to ambitious players. But all treasure serves that latter purpose...coins are simply going to be exchanged for provisions and supplies anyway.

Let's ask: what's the real objection here? That a sheaf of arrows doesn't glitter the same as a box of silver? Okay, fine. But leaving aside the practicality of an arrow (which can be used to kill a foe), do folks understand the cost-weight ratio is the same for an arrow as a silver coin coin? 

120 arrows = 240cns encumbrance = 12 g.p. value
240 silver = 240cns encumbrance = 12 g.p. value

And more valuable equipment has a greater weight-cost ratio:

30 shields = 150# = 300 g.p. value
1,500 s.p. = 150# = 75 g.p. value

10 glaives = 75# = 60 g.p. value
750 s.p. = 75# = 37.5 g.p. value

50 spears = 250# = 50 g.p. value
2,500 c.p. = 250# = 12.5 g.p. value

Now, sure, spears aren't worth their weight in silver (you'd rather find 250# of silver than 250# of spears), but how many times has a low-level party been perfectly happy with bagging a pile of 2,000 or 3,000 copper pieces after some fierce battle with giant rats? More than a few, I'd imagine, as starting adventurers can't afford (literally) to be picky about the loot being left around. But given the choice between retrieving six spears or a sack of 100 coppers, it's clear which "treasure" is worth more...not just for cash and x.p. but for practical value. 

The original D&D game (the LBBs) only offered only three types of coin to be found in a treasure: copper pieces, silver pieces, and gold pieces (electrum and platinum were offered as additional alternatives but their specific value was left undefined and in the hands of the referee). Rather than look at them as literal coins, I prefer to view them as valuables based on weight when building a treasure:

Copper = bulky items 
Silver = portable items
Gold = precious items

[when using electrum and platinum pieces, as in the AD&D game, this adds the categories of "semi-precious" and "very precious," respectively]

"Bulky" treasures weigh (approximately) 20# per 1 gold piece value. "Portable" treasures weigh about 2# per 1 gold piece value. "Precious" treasures are worth 10 gold pieces for every 1# of weight...again, as a rough approximation. 

Keeping this concept in mind, one can furnish and outfit one's adventure site with all manner of "treasures," rather than stashing coins in crevasses and under loose flagstones. A barracks or guardroom may have solid furniture (bulky treasure) rather than copper. A wizard's closet may have fine clothing (portable) or even expensive clothing (precious). An alchemist's lab may have glassware (portable), rare herbs (semi-precious), and an amazing collection of journals/notes (very precious). Even a torture chamber might have iron implements and strong shackles (bulky and/or portable) of value to someone.

This idea...that the coin values given in the Treasure Tables can be used in the abstract...is something I hit on a few year back when writing Five Ancient Kingdoms (my Arabian Nights version of OD&D) and it's something I've been doing ever since. I've seen others that have since stumbled onto the same concept; however, the underpinnings of this has been present since Gygax published the DMG in '79 in which he gave the following example:
A pair of exceedingly large, powerful and ferocious ogres has taken up abode in a chamber at the base of a shaft...these creatures have accumulated over 2,000 g.p. in wealth, but it is obviously not a pair of 1,000 g.p. gems. Rather, they have gathered an assortment of goods whose combined combined value is well in excess of two thousand gold nobles (the coin of the realm)...there are many copper and silver coins in a locked iron chest. There are pewter vessels worth a fair number of silver pieces. An inlaid wooden coffer, worth 100 gold pieces alone, holds a finely wrought silver necklace worth an incredible 350 gold pieces. Food and other provisions scattered about amount to another hundred or so gold nobles value, and one of the ogres wears a badly tanned fur cape which will fetch 50 gold pieces nonetheless. Finally, there are several good helmets (used as drinking cups), a bardiche, and a two-handed sword (with silver wire wrapped about its hilt and a lapis lazuli pommel to make it three times its normal value) which completes the treasure. If the adventurers overcome the ogres, they must still recognize all of the items of value and transport them to the surface...the bold victors have quite a task before them.
[from page 92]

When the Monster Manual tells you that the individual orc has 2-12 electrum pieces...or that the individual dwarf has 10-40 gold pieces...this should be taken as the value of the creature's goods on its person. "I'm going to loot the dead goblin's morning star...the PHB lists the weapon's price at 5 g.p. so I should be able to get at least a couple gold!" No, the combined value of the corpse's possessions is 3-18 silver pieces. 

[that morning star? It's a twisted piece of wood studded with spikes, teeth, and jagged metal. The goblin's helmet? Too small for a human and has an incredible stench...you'll need to purchase some strong lye just to get rid of the odor, even if you can find a halfling willing to buy it as a "collector's item." The shield? Broken when you killed the guy. His rags? Good luck selling those]

It's not like the orcs use electrum as the basic currency of their culture (though that might be interesting if they did).

D&D can, of course, be played in the abstract, and these treasure hoards facilitate that. "You find 1,000 copper, 3,000 silver, and 1,500 gold in the den of the hydra." But while this is a great expediter of play (it is!) it's also one of the main complaints voiced when detractors talk about how "boring" old edition D&D is. "Man, half our party was killed by giant rats and all we got out of it was 2,000 copper pieces."

No. What you found was 10 (or 20 depending on edition) gold coins worth of valuable food stuffs (unspoiled grain perhaps) in four large (50#) sacks. Deliver that to an inn, baker, or tavern and you can create a valuable contact and perhaps a place for rumors of further adventure. 

See, this is the thing: D&D is more than a game...if you allow it to be. It can be a place where you and your players LIVE, engaging with the imaginary setting/environment. And there's no need to write up any hoity-toity story or Uber-Quest to do so. Just develop the rules of the game that are already in front of your nose...and allow yourself the luxury of basking in the fantasy realm.

Back when we were playing through UK2: The Sentinel, the kids managed to acquire a nicely skinned giant beaver pelt (as a reward for something or other) that was worth a fair chunk of change. They took the x.p. for the piece and then, having been a bit flush with cash at the time, hired a tailor to work the think into a rich/warm lining for their armor, boots, etc.  That was the players' decision, not mine. And not only did it work fine as a bit of ostentatious display (hey! we be 3rd level adventurers now!), it also acted to make their wealth even more portable. After all, had the situation arose, they could have traded a rich, beaver-lined cloak (or whatever) for some sort of deal/negotiation with neutral/hostile NPCs.

Anyway...if you're playing Dungeons & Dragons in (what I deem to be) the correct fashion, the treasure is going to matter. What it is, what it does, what it's worth, and what it costs the players to acquire...not just in terms of hit point/resource expenditure, but in terms of weight/encumbrance. Because if you want to live in your D&D world, you're going to have to deal with the burdens associated with living which are (generally) logistical burdens. Do I have enough food? Can I afford to buy food? Can I carry more food? What must I sacrifice to eat?

It's pretty hard to make the trek to Mordor on an empty stomach.

You can deal with these things in the abstract (the treasure from that hydra den weighs 550# in encumbrance and is worth 1,655 g.p.) or you can hand wave such issues completely, instead choosing to focus on the character backstories, formal plots, and PC-NPC interaction in an attempt to create a grandiose story. However, the former approach reduces the game to something little more than the Dungeon! boardgame, and the latter...well, that's really a different animal. I find neither of these approaches to be satisfying in the long term.

So make your treasure meaningful...both to you the DM (as a substance/thing of your campaign world) and to your players (ditto). Value and encumbrance are the starting points, and then use the systems in place as guidelines to flesh out the details. It's those details that will make your dungeon loot something to be "treasured."

Isn't that why we call it treasure?
; )

Tuesday, December 1, 2020

Punching Through The Sentinel

A couple weeks ago, I decided to start running AD&D (Advanced Dungeons & Dragons, i.e. "first edition") again. My players are my children, ages 9 and 6. They, of course, are far too young to really parse out the rules, but since I'm the Dungeon Master I can simply ask them what they want to do and then tell them what dice to roll. Isn't that how everyone plays D&D these days?

So far, the players have been remarkably fortunate: neither has lost a character, despite occasional missteps. They've also made remarkable progress as far as advancement: the elven fighter just reached 4th level, and the halfling fighter/thief is 2nd/3rd (and only a couple hundred x.p. short of leveling up). They do remain rather "cash poor" and their cache of magic items (a single +1 dagger and a suit of leather armor +1) is rather light, but they are otherwise doing all right. Heck, they've even acquired a pair of henchmen (a half-elf fighter and an elven magic-user); hopefully, they'll last longer than the last two they had.

[both were gored to death by perytons]

My DMG has been getting a workout this week...my fingers have seen more flipping-and-turning then any time in the last twenty years (I suspect it was more back in my 3E days, but I can't say for sure). I've used the poison rules, the unarmed combat rules, hirelings and henchmen, training and advancement, character expenses, animal pelts, item saving throws, overland movement (mounted and non-), morale and loyalty, x.p. for magic items, two weapon fighting, cost for NPC spell use, negative hit points...and probably a couple other things I'm forgetting at the moment. However, it's been a LOT more than my B/X and OD&D games of recent years...enough so that I've found myself prepping (i.e. reading and researching) my DMG many mornings, trying to stay "ahead of the curve" for the coming exploits of the day (we're still on vacation over here).

It's been glorious

Part of this I'll credit to the adventure module I'm using: UK2 The Sentinel (by Graeme Morris) is pretty good, really showcasing a lot of the bits and pieces from the AD&D game that sometimes gets glossed over. Illusionist magic, ingestive poisons, humanoid shamans, disease, wilderness movement through multiple terrain types, and a profound lack of ready-made NPC hirelings...all these things have forced me to re-familiarize myself with stuff I haven't thought about in years. And I admit I've quite missed the potential for this level of detail.

Uh-oh.
But the other part has just been trying to find ways to make sure my inexperienced players are getting an even break. For a low-level adventure, The Sentinel has many difficult parts...especially considering the number of encounters requiring magical weapons. Those perytons are pretty much unavoidable, and they are vicious, vicious creatures...their +2 attack bonus means they hit like a troll, and they average 10 damage per attack. Morris seems to be assuming that most parties will have a several magic weapons by the time they reach the encounter (unavoidable, as said, because of its location); the module's "suggested character roster" includes four permanent magic weapons, a quiver of magic arrows, and a wand of magic missiles. My players didn't have a single magic item prior to starting the adventure, despite being 2nd level. 

Still, they've somehow managed to muddle through.

[*24 hours later*]

A half day of gaming later, and the kids are STILL alive, though they did lose another henchperson. Actually, they're quite well: the halfling has advanced to level 3rd / 4th (or will have once she completes her training) the party has acquired a second magic weapon (a hand axe +1) and the henchwoman magic-user secured TWO new spell books.

Money remains an issue. Total party wealth is just under 2,700 gold pieces, much of which is tied up in high priced gems and jewelry. This is a problem because the territory of Berghoff (the module's mini-sandbox) consists of a half dozen small villages, most with less than 500 inhabitants) doesn't have the kind of infrastructure to change treasure for currency. Of course, there's little to buy in these towns anyway and (or more pressing concern to the players) little manpower of "adventuring" variety to be hired. That supply has been nearly exhausted...the elf (my son's character) is making the 100 mile roundtrip journey to the farthest northern town ("Hallbridges") in hopes of finding more mercenaries. Rough.

It's just interesting (amusing?) because I can vividly recall conversations with players back when I was running a B/X campaign about how "useless" treasure was because there was "nothing to buy." Huh. Well, even in a town that boasts little in the way of shops or goods, there's always something to spend money on. Sofia's character hasn't gotten around to buying a cart yet, but it's only a matter of time (she's purchased one in every game we've played prior - Holmes, B/X, and OD&D - so there's no reason to think she won't eventually get around to it). And the hiring and equipping of henchmen has turned into nearly as big a cash sink as training costs.

Which is great! Because it keeps the party hungry and on the move

That being said, it's pushing me to fill out more of my "campaign world." The kids have gotten to a point where they need larger population centers (which I don't have). They've been unable to find the thief an actual trainer in these little villages (doubling the halfling's training time) and now they're asking where they can find a cleric capable of raising the dead. I have no answers for these queries. But I will...eventually...and I'm looking forward to seeing where the AD&D process takes me.

Problem's been, it's been hard to get a "breather" just to plan that far ahead. But (as of today) "vacation" has ended and the kids are back in school (much as they can be) and I should have time to fill in some of these gaps. Maybe even put together some cheat sheets to help me with run the game without all the page flipping...a few playing aids would go a long way to improving the game's delivery. 

But we're enjoying ourselves. I'm enjoying myself. I'm not worrying about the fiddly-ness or weirdness of the rules; I'm just trying to run them. And so far, challenging or not, the game has been a pleasure to run.  I forgot just how much I like this edition. 

All right, that's it for now. Kid needs my laptop.

[by the way, the title of this post comes from the fact that we've now been required to use the infamous unarmed combat rules from the AD&D DMG on multiple occasions...and it's worked! That is to say, excess fiddle aside, it doesn't derail the game, and it's fairly fun (watching the halfling throw herself against the legs of a half-orc and bounce off was darn amusing). In my youth, I used the much simplified unarmed rules found in the Unearthed Arcana, but that was mostly because they were easier to parse; since I'm older, wiser, and definitely not inclined to open the UA these days, the DMG version seems just fine]

***posted Tuesday due to unforeseen computer delays***

Monday, November 16, 2020

Bloodletting

Quick Note: The Complete B/X Adventurer will be back in stock this week...the new print run should be ready by Thursday. Had some issues with my printer misplacing the files for the book, but they've got 'em now. The button on the side of the blog has been updated.

Second Note: Wow, Seahawks. Just terrible

Russell Wilson was awful yesterday (and the last three weeks). But the Jamal Adams trade is looking worse and worse as the season goes on. Despite making the occasional spectacular play, the defense is even more terrible when he's on the field...and that is saying something. Giving up three draft picks (including two first rounders!) plus Bradley McDougall (an adequate cover safety) just to get a guy who can make flashes before giving up big pass plays and passing on opportunities to tackle? Garbage

Here's his Blood Bowl profile:

#33 Goblin: MA 7 ST 2 AG 3 AV 8  Skills: Dodge, Stunty, Right Stuff, Dauntless, Durable*, Leader, Pass Rush*, Strip Ball

* These are new skills pertinent to my NAFL version of the rules (yet unpublished...sorry about that!). Durable allows casualty type to be rerolled (kind of like a personal apothecary); it may not be used in conjunction with an apothecary. Pass rush allows a player to pass block (move three spaces when an opponent announces a pass) even when engaged (in an opponent's tackle zone) but only downfield (i.e. towards the quarterback). 

Such a player IS an asset to the team...he's fast and can take on players that are bigger than himself (there's a reason Adams isn't a linebacker, despite wanting to play like one). But it's not enough. Not when you have 2nd and 3rd string lineorcs playing cornerback and free safety and you're playing against an offense competent enough to respond to the blitz. Just...rough.

And for the record...can I just say I really dislike the Rams? And have since the days of Marc Bulger?

[***EDIT*** Having now seen the full season play out, my assessment of the Jamal Adams acquisition remains pretty much the same (garbage) and would, in fact, remove the "durability" skill from his profile seeing how often he was hurt...so much so that he became a total liability on the defense in the playoff game, allowing a backup QB with a broken thumb to do just fine en route to a 30-20 point game that wasn't even THAT close. And, yes, part of that was a pick-six and a short field from a fumbled punt return. But when YOU are the guy that allows a walk-in touchdown with no attempted hit/tackle and YOU are the closest defender in 78 out of 79 passing yards, and YOU have no sacks despite being a "great blitzer"...well, sorry, I'm going to judge you harshly in the biggest game of the season. ALSO: still really dislike the Rams.]

Finally:

Played some Dungeons & Dragons this weekend, specifically the Advanced (1st edition) version of the game. It's...been a while. And I'm taking it slow...not only because of my own rust, but because I'm teaching the game to my children. 

Cool monster.
No, I'm NOT running a Dragonlance campaign...although my daughter continues to insist her halfling is a kender and wears shoes. Which is fine. And I might steal some DL dungeons, just to throw in the game...Xak Tsaroth is fine as a lair for a black dragon, for example. But I see how other folks...folks much smarter than me...have thrown up their hands at trying to remake the setting.

And honestly...who has the time? 

Well, perhaps someone does, but I am (at this point) unwilling to do so; I'd rather just play. 

So, I'm not (remaking DL, that is)Instead, I'm settling back into AD&D. Very, very slowly. Right now, that means using (or repurposing) pre-written adventures. There really isn't much out there for 1st level characters, but a short scenario from issue #1 of Flipping & Turning (I'll have to talk at length about Grogtalk some time) was sufficient to start the ball rolling. We are now on the two part Alderweg series (UK2 and UK3), though I'm modifying it somewhat (mainly adjusting Fiend Folio monsters. Why the heck do we need xvarts? They're just goblins (if blue). And ogrillons aren't anything more than strong orcs, really...), and I'm just hodge-podging the world together in an eclectic fashion. That's good enough for now, while I get my feet back under me.

[hmm...just by the way, Xak Tsaroth IS kind of a crumby dungeon. And the map is very hard to read on a PDF. Skullcap, however (from DL3) is pretty groovy, and that's an adventure I have in hardcopy. Perhaps I'll change out the shadow dragon for a black. I really do like black dragons]

All right, that's all. Hope everyone's doing well. Later.