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Showing posts with label 2e. Show all posts
Showing posts with label 2e. Show all posts

Tuesday, January 24, 2012

What Motivates Your Players?

Sounds like a simple question really, and one that would seem easy to answer.  What kind of rubbish is this?  Players are motivated by killing things and taking their stuff.  And yes ultimately no matter what kind of game you play in, that is at least one of the end goals, but it is often not enough to motivate your players, especially in a sandbox game.

I often hear the question raised, "how can I get new school players into older style or 'old school' gaming?"  I think the key really boils down to one thing; how experience awards are handled.  This one feature sets the tone for a particular style of play.  You see, back in the day, when players sat down around the table, and began to seek adventure, they did so on their own, and the DM facilitated the world for them.  This was because the players had a goal (kill things and take their shit and advance and become more powerful) and the goal was rooted in the process by which they attained it.  Going up in level via experience points.

The older iterations of the game made it quite clear.  You advanced in level and gained experience points primarily in two ways; killing monsters that were challenging to your level and by collecting treasure.  Even up into the 1e DMG, Gygax held this to be true.  In that guide he references the exchange of treasure, or gold pieces, into a converted ratio for experience and specifically pointed out that the treasure must be somehow carried out of the dungeon, not just found.

The change began in 2e, in which the game began to take a shift overall as a whole.  It became less about gaining treasure and fighting monsters and more about that dreaded two-word-phrase "the story."  In the 2e DMG the notion of awarding XP for treasure is resolved to a small blurb, highlighted in light blue, and annotated as an "optional rule for experience."  

"As an option, the DM can award XP for the cash value of non-magical treasures.  One XP can be given per gold piece, or equivalent, found."

As an option?!  Seriously?  So, the new school player (or those whose roots lie in ONLY 2e or editions that followed) have a clear reference on how the game should be.  This is why the new school player will sit around, waiting for the DM's guiding hand to lead him to "the story."  And when the DM doesn't do this (i.e. the old school DM), the game becomes lost in translation and can become a bit awkward.  An example of how a typical adventure may start with an old school DM with new school players:

DM: Okay, you're at the Blazing Drunk Tavern enjoying drinks with your mates.  A minstrel plays a lively  tune in the common room.  Patrons move to and fro eating and enjoying the evening.  What are you doing?
New school player:  Uhh....I have an ale.
DM: Okay, 1 copper.  The keep brings you the ale.  What else are you doing?
New school player: Uhh....*waits for DM to spoon-feed him "the story."*

A very similar exchange with old school DM and players:

DM: Okay, you're at the Blazing Drunk Tavern enjoying drinks with your mates.  A minstrel plays a lively  tune in the common room.  Patrons move to and fro eating and enjoying the evening.  What are you doing?
Old school player: I order an ale, slap the serving wench on the arse, and ask the keep if there are any rumors of this place.
DM: Okay, 1 copper.  The keep brings you the ale.  The serving wench slaps you in the face.  The keep then tells you of some ruins just outside of town which are said to hold a golden jeweled crown worth a fortune.
Old school player: We head out tonight.

You see, the old school player doesn't need any other motivation than the notion of the possibility of fighting some shit and getting a treasure, because the treasure paves the way for the advancement.  It is THE motivation to play.  There is no need for them to sit around and wait for the DM to serve up the one ring to take to Mount Doom.

The key, when starting a new campaign, is to find  the players who fit the style of game you want to run.  There is nothing wrong with storylines in games.  I use them myself.  But make it clear from the on-set on how experience is gained and how level progression works.  So, if you're running an old school style game, make it clear to the players, "hey, you level up by killing shit and taking treasure because each gold piece worth of treasure taken also equals that much in xp."  If they are new school players, they might not get it at first, because it might not come natural to them.  If you have someone more familiar with this style of play at the table it helps because they can guide the new school player, and really, it's so bloody simple they'll feel foolish for not catching on in the beginning once they see how it's done.  The difference is being able to recognize what motivates the new school player vs the old school player.

To put it in a simple analogy, the new school player is all about the destination (the story) while the old school player is all about the journey.

Sunday, January 8, 2012

Hexcrawling and Its Fundamental Use in Old School DnD Part 3

Previous entries: Part 1, Part 2.

In the last entry, I discussed creating the first 7 hexes including the starting location (usually a village or city, but could be any civilized area/feature) which is in the center, and at least 3 interesting locations outside of the starting location to explore.

Our starting map with 3 locations to explore

So, this next step requires a little bit of prep time, but don't spend too much time on any of the 3 locations (unless you have the time to do so, that is).  We know we have some sort of tower in hex 04.05, a ruin in 05.03, and a monster lair of some sort in 04.03.  This is the time for some brainstorming.  If you've already taken the time to think of some places/NPCs your PCs are likely to encounter in the starting village (inns, taverns, local lords, sages, etc.) now is the time to start tying them into the surrounding locations.

Why do the NPCs know about the monster lair?  Perhaps it is the home of an ogre who has been pillaging the farms of Windholm at night?  Maybe the spot of a local group of bandits who have been hijacking merchants passing through, effecting the commerce in the village.  Obviously these are quick and simple ideas, but they are presented to give you an example.  Find some way to tie these locations into your starting location.

Jot down some starting notes on each location based on their hex:

04.03 - Lair of Hedgemog the Ogre (stats here in parenthesis)  Has a group of hobgoblins working for him (stats for hobgoblins in parenthesis).  At night Hedgemog wanders countryside (50% chance the PCs might catch him in his lair at night).  During the day he sleeps in his lair and the hobgoblins protect him.

Now, if you have the time, you might want to draw out a quick map of the lair, key it with monsters, traps, etc.  And you'll need to do this for at least the first level of each of the 3 locations, but no more than the first level of each location (if it has multiple levels).  If you're pressed for time, try any number of free dungeon generator tools out there to get a layout for each location quickly, then key it up yourself.

The idea in the sandbox and/or hexcrawl is that the players have freedom of choice to go where they want and basically do what they want (and suffer the consequences therein), so you're going to want to ensure there is incentive for your PCs to want to explore at least one of the areas you've prepared.  There are any number of ways to get your PCs going.  Often most campaigns kick off in the common room of a tavern.  How will the PCs know of these locations or learn of them?  Why should they want to go there?  Perhaps they are approached by an NPC offering payment to retrieve a MacGuffin from one of these locations.  Or perhaps they just hear about one or more of them as prime unexplored locations ripe for plundering via rumors in the town.

Rumors are a great way to get the ball rolling in a sandbox, and in my opinion, offers the PCs the most flexible freedom of choice in what they choose to do.  I would start off with 10-12 rumors with half of them being either completely false or only half-true, while the other half are completely true.  Place them on a chart, and roll for one while they are in the tavern in the first night.  If they actively seek out rumors, roll a die (d4 or d6, subtract reaction adjustment but no less than 0) to determine how many rumors they hear from various occupants of the town.  Roleplaying these out can be great fun as well, and really bring the world alive for the PCs.

The key here is making them WANT to explore places you've prepared.  If you don't make them appealing, chances are your PCs can wander off into areas you haven't really prepped yet, and then you're completely flying by the seat of your pants.  Sometimes this can prove to be just as fun, and to be sure, there will always be a certain level of improvisation that goes into a sandbox or hexcrawl game anyway.

In the next post, I'll discuss topics relating to getting the PCs there (i.e. the actual crawl) from constructing random encounter tables, determining movement, weather, etc.

Thursday, December 29, 2011

Hexcrawling and its Fundamental Use in Old School DnD Part 2

Second in my series on the hexcrawl campaign in DnD.  See the first post here.

So, most people know that the premise of the hexcrawl is pretty much a central and fundamental factor in a "sandbox" style campaign.  The sandbox being, a world within which your PCs are free to explore, plunder, and do with as they wish at their own discretion.  Now, I could go on in another entire direction here discussing the elements of the sandbox as a whole, but right now I'm just focusing on the fundamentals of a hexcrawl and the basic elements to start one.

There are hundreds of posts on forums and blogs that go into much greater detail into the fine art of designing a hexcrawl and world building than what I will offer up here.  Rob Conley, for example, has a fantastic series of posts going in depth on world building and designing your hexcrawl campaign worlds.  Even if you don't plan on using his method, I'd still highly recommend having a read through because there is a ton of valuable information in those posts.  There are others as well to be sure, and chances are if you're reading this, you have your own ideas of the best ways to go about designing a hexcrawl.  By no means is the method I am suggesting, or the advice I am offering the ONLY way to design such, it's just MY way of doing so.  It works for me.  Maybe it will work for you as well.

As I noted in my first entry, the first step is to draw a map.  Sounds pretty simple.  If you're like me, however, designing great maps can be frustrating.  I've drawn hundreds over the years, and never seem satisfied with the results.  There are all sorts of theories that go behind world building and terrain placement relative to regions, etc.  I'm just going to keep things simple for this exercise.  You might opt to sketch out a rough drawing of your map on a scrap piece of paper beforehand, or maybe you just want to wing it.  Both have their advantages and disadvantages.  I'm going to focus on designing the hexcrawl using the least amount of effort initially.  If you're like me, you already have a busy life, and while designing campaign worlds is a great way to spend your time as a hobby, you don't want to spend countless hours on world building and writing up histories and details about far away and distant lands your PCs might never encounter.  One basic rule of campaign design for me: focus on the immediate areas/regions my PCs will be engaged in prior to each session.

So, let's get right down to business then.  The first step is to get the initial hex map ready for where you're going to start the campaign.  You can either print a blank one out and draw in the details yourself, or use a program like hexographer to do it on the computer. In this exercise I'm going to just use hexographer.  Now, mind you, it will take some time playing around with this to get the full use of the program, but the free version is an excellent utility for mapmaking and comes highly recommended.

In the first step, we'll start out very basic here.  Enough to get your wheels turning and start getting you ready for that first session.  Whether you printed off a map, or are using hexographer, or any other utility, you always want to start your mapping for the campaign from the center most hex.  This way, as your players explore in whatever directions they might choose, you have plenty of room to go in and add features to your already existing map.

To make things simple, let's simply start out with 7 hexes, with each hex equal to 6 miles.  One center hex, and 6 surrounding hexes.

7 starting hexes
 In the above picture we have the central hex with the 6 surrounding hexes with grassland hills, a light forest, and a forested hills, with a river, which forks, running down the center.  Now, that we've placed our basic terrain features we need to determine what exactly are in these hexes that our adventurers are going to want to explore?  So, let's start by adding 4 basic features to the map.  A starting village (in the center hex), a ruin, a tower, and a monster lair.  Fairly basic components just to give you the idea.

Our original hexes with some areas for the PCs to explore
In the center hex, we have the village of Windholm, which sits along the river, as well as a set of ruins not far away, a monster lair in the forested hills, and a tower of some sort in the grassy hills to the south.  So already you have 4 areas for your PCs to explore, although they'll certainly focus on the 3 areas most ripe for adventure outside the starting village.  Jot down the hex number on a piece of paper, or word document and write a brief description of that hex's details.  For example:

04.04 Windholm - Small fishing village located along the Southling River.  Population 80.  Ruled by a town council of elders led by Sumerus Halfhand (LG hf9)

Of course, the above is simply an example.  You want to write out as much detail as possible in your notes.  You might want to consider drawing a map of the village, or just doing a short write-up of the major locations your PCs are likely to encounter (inns, taverns, etc.) and the NPCs they are likely to interact with.  No need to get too crazy with the details though.  It doesn't matter if Farmer Goldenwheat has a bag of 10 silver pieces hidden under a hay pile in the barn.  These things are simply filler and can be made up in the game as you go.  Focus on the important stuff, and go from there.

In the next post, I'll talk about fleshing out the areas for your party to explore, getting them to learn about the areas, and a bit about traveling to them.

Wednesday, December 28, 2011

Hexcrawling and its Fundamental Use in Old School D&D Part 1

The first in a series of posts whereby I discuss the merits of the old school hexcrawl.

In new school era games (3e, 3.5, 4e, etc.) when PCs are expected to travel long distances to get to their next destination, it might be typical for a DM to say "after a week long travel you all arrive at 'destination x,' subtract a week's rations," for the sake of "moving the story along."  That's fine and dandy and all, and maybe the players want that at times, but let's face it, in a world of medieval/weird/apocalyptic fantasy, "getting there" is half the battle.  That's the difference between the old school game and the new school era, video game centric scaled "encounters" in modern RPGs.  In the old school, it's not always about the destination, but more about the journey.  After all, in a fantastic setting peopled with monsters and magic, all kind of things can happen when the PCs are moving through the wilderness, even if they take a populated and well traveled road.

In my present game, it won't be long before the party gets a clue to what will likely be their next destination, should they follow that path of course.  They could certainly choose to ignore it, but most likely they won't.  As such, the journey will take them almost a month, on horseback, even if they take the main road.  In a world of fantasy, a lot can happen in a month's time.  So, in essence, they'll be doing some hexcrawling for a while.  Maybe even a few entire game sessions.  A lot can happen on the way to town.

Hexcrawling has been covered in great detail all over the OSR blogging world.  There is already a wealth of information on the subject.  While some may argue semantics, at its heart hexcrawling is similar to dungeon crawling, except the "crawl" takes place above ground, often in wild, and relative uncivilized lands where lots of interesting things might happen.  It becomes even more dangerous at times than the dungeon crawl, with the probability of getting lost, running out of food, or encountering creatures and people well above the level of the party.

If handled properly, a wilderness hexcrawl can be an exciting and engaging part of your campaign that will be just as enjoyable (maybe even moreso) than the "story" you have presented them with.  So, here is my take on the hexcrawl, some pointers on how to make it engaging, and keep your players' interest in the game.

First, the basic elements of what you need for a hexcrawl are pretty much considered universal.

- A numbered hexmap of the area (preferably with hexes representing 5 or 6 miles...I like to use 6 miles) with various land and terrain features like hills, plains, scrublands, marshes, forests, mountains, radioactive volcanoes, or whatever suits your flavor.

- Populate the hexmap with some interesting locations/events the PCs will discover if they enter the hex.  Basically you're creating a key corresponding to the number of the hex you want the feature to be located in.  Obviously, at first you want to focus on the immediate areas around the hex your party will start from.  There is no need to fully flesh out some ancient ruin 20 hexes away which your PCs might never encounter.  Keep focused on what's immediately ahead of you for the time being, as it will save you hours of unnecessary prep time.  When you're initially doing this, just make small notes about the features, and worry about fleshing out major details, drawing dungeon maps, etc. until later on.  In some cases, you're just going to have to wing it.

- Create random encounter tables.  Depending on the terrain or area, you might roll for an encounter 3 times a day or 6 times.  This is usually up to the DM to determine, although there are guides for such.  The 2e DMG has a table which gives the encounter chance, number of encounters to roll per day and what not based on the terrain type the PCs are passing through.  Random encounter tables can be simple with say only 6 options if triggered, or as complex as 100.  This is up to you.  Obviously the less time you spend on the encounter tables, the less diverse the random encounters will be.

Traveling over long distances for PCs can be tedious.  It's up to the DM to keep things entertaining and engaging for the players.  Random encounters or hex features designed for your party to find should be engaging for some reason.  Perhaps the PCs will discover a village in the next hex they travel to.  But let's say that village is cursed, and its citizens can't leave the village.  The PCs can investigate and maybe find the source of the curse lies in a barrow just outside of town.  Perhaps they'll be led to free the village from the curse at the rumor of some hidden treasure in the barrow.

These types of encounters can lead to little mini-adventures on their own, and can make the hexcrawl something the players will remember and actually WANT to be engaged in.  What you want to avoid is dragging out a pointless journey with uninteresting events i.e. "you travel for half a day, you're attacked by goblins (roll out stupid pointless combat), you take up watch for the night, you encounter some wolves (roll out stupid combat), you wake up and head out again," wash, rinse and repeat...boring.  Make the journey count, and make it interesting.

Tuesday, December 20, 2011

Cormyr Campaign Update or When Actions Have Consequences

So, when you're running a sandbox style game as opposed to a railroad adventure, one of the big things that sets it apart is the fact that your PC's actions will have consequences.  This is all too often forgotten in the sandbox game.  Because unlike a railroad adventure where the PCs will always pop into the room with the evil mage right smack in the middle of sacrificing the virgin, the sandbox is a different animal altogether.  In the sandbox, you have a world, full of NPCs and villains and what all and they all have their own plots, schemes and motivations, and shit is happening in the background.  Sometimes it's major world changing shit, and sometimes it's not so grand, but the point is, when your PCs act, or DON'T act, their should be consequences and those consequences should affect them.
 
If you have been following my Cormyr Campaign series of blog posts, you probably recall that in the first session, the party had an opportunity to find a pretty powerful artifact (although they didn't know it at the time, of course.)  Unfortunately for them, they botched this effort and were sent on a wild goose chase through the Stonelands outside of Tilverton.  In the time it took them to make their way back into the city (after discovering that their original retainer was basically a bad guy) a lot of shit went down. 
 
So, in sum, they made their way through the goblin smuggling tunnels from the Stonelands back to the sewers of Tilverton.  Cleverly disguised as bandits with a passphrase to get into the thieves guild controlled sewer system which they retained from a bandit encounter, they were ready to get back into the fray and find this thing before it fell into the wrong hands.  They were too late.  Instead of tracking down this thing (which they learned a little about while in the Stonelands), they were greeted by undead...who were multiplying rapidly.
 
After an encounter with a Purple Dragon patrol in the sewers, they discovered several things had happened in their absence.  First, all of the priests from the friendly temples in Tilverton had been murdered almost simultaneously.  The undead had begun ravaging the sewers and some were making their way to the city streets as well.  The Purple Dragons had uncovered that the ancient crypts, sealed up long ago, had been breached from the inside.  Something blew the seal open, and it was believed the source of this chaos, whatever it was, was stemming from somewhere within the crypt.
 
So, this now leaderless Purple Dragon patrol (their sergeant killed earlier by said undead) were commanded by one of the PC's (a hedge knight in Cormyr) to accompany the party into these crypts to investigate.  Along the way, the party discovered a secret temple devoted to Myrkul within the crypts with lots of evil necromancer types, a few undead, and a group of stone guardian golems (which almost resulted in a TPK.)  As the session ended, they were spending time resting and recouping in the crypts attempting to gain some strength (and lost hit points) before pressing forward.  Their resources nearly depleted (most spells cast, hit points low, etc.), they now face the dilemma of spending valuable time restoring resources or pressing forward.  They choose to restore their resources.  Again, this action has consequences.  One they'll discover in the next session in the form of a 7 hit dice abomination summoned from the Abyss.  
 
Shit has hit the fan in Tilverton, and the more the PCs delay, the closer they come to losing the city.  Because their actions have consequences. 

Friday, August 19, 2011

On Building a Better GM

I happened to notice several other bloggers taking up ckutalik's challenge on building a better GM, which was inspired by a post by one of my favorite bloggers, Beedo.

Ckutalik asks us to elaborate on 3 essential elements as follows:

1. Name three “best practices” you possess as a GM. What techniques do you think you excel at?
2. What makes those techniques work? Why do they “pop”?
3. How do you do it? What are the tricks you use? What replicable, nuts-and-bolts tips can you share?


It's hard to narrow it down to just 3 "best practices" really. In surveying my own thoughts on the issue, dozens of best practices come to mind, however I'll try to stick to what I believe are the 3 most important.

1. The game is not about you, it's about your players

It's a hard truth to accept for many GMs. We all have our own philosophies on how the game should be played, but ultimately, the only ones you really need to worry about impressing are your players. That is not to say that you fudge dice rolls, or give into unreasonable player demands at the table. Rather it means keeping your focus on what the players want to do in the game as opposed to what you would like to see them do.

This especially rings true in preparation. There have been countless times when a GM has sat down with his players, having prepared a nice little adventure for them, only to have them do something completely off the wall which derails all that preparation. We hear about these things happening at the table all the time, and true enough, they happen at my own. It's part of the game. You have to learn to roll with it, because it's never going to change as long as you believe in not restricting player control over their characters.

This is where the sandbox style really shines, however, because you are providing a world with which the players interact, and the choices they make should always matter. Resist the urge to railroad players into certain situations. Present the adventure hooks for them, and let them take it in the direction they choose. This is going to require improvisation on your part as a GM, but if you're remotely considering sandbox style play, you must accept the fact that you will likely be improvising...a lot.

Make the world around your players a living and breathing thing. There are NPC motivations outside of what your players are involved in at a given time. Their characters can't be everywhere all the time. Maybe they have a few options in the beginning, but they won't know the results of their actions until things are played out. For example, they have option 1, which is to raid a nearby set of ruins overrun with undead, or option 2, which after some investigation by the players, results in their foil of an assassination attempt. If they pick option 1, don't forget about option 2, and let the consequences of their choices take place. Let that major NPC get assassinated because the players didn't take that hook.

Know your world, and write down notes on events surrounding it. These don't have to be detailed pages and tomes of useless information that may never come up in play. Just a series of simple bullet style notes, preferably keeping it in line with your campaign world calendar. Those particular events in which your players actively chose not to participate in, should happen. The ones in which your players took the bait of a hook should be saved and the results determined by their actions in the game. Doing this, they will quickly realize that their actions have consequences, and will respond accordingly.

Ultimately you want your players to have fun, and have a strong desire to return to the gaming table and continue. That's what it's all about. If your players prefer detailed railroady storyline games over an open-ended sandbox style, then give them what they want, or find a group of players whose play style fits more in line with your own. Don't force players down a path they don't want to take in play style, because the results will often be complacency at best, or downright apathy at worst.

2. Stay Organized

I am the most unorganized person you'll ever meet really. My organization skills in general entail trying to remember if I laid that notebook under the bag of Doritos I've been working over, or with a bunch of other notebooks piled on top of my printer. Still yet, I try my best to keep things organized when it comes to the RPGs I run.

I can't stress enough how important it is to have a campaign notebook. For me, this typically means a traditional 3 ring binder with dividers, document protectors, and various useful in-game documents. That said, your campaign notebook can entail a number of different options. Find whatever is best for you, and run with it. If you can keep things organized on a laptop, or on a site like Obsidian Portal, use those methods, but try your best to stay organized.

So, how do I do it? As I said, I have a 3 ring binder I use, tabbed with document protectors. I have a section for maps, random tables and charts specific to the area the players are in, and a section of notes for the game.

I have stated above how important improvisation is in sandbox gameplay. I tend to use a lot of tables and charts which I can quickly refer to in a jam. These include NPC name generator tables, inn and tavern name tables, random trap and trick generators, etc. These are particularly handy because they allow you to focus your creative energies into important stuff, like the game, rather than having to spend mental energy to find a clever name off the top of your head for a NPC or location, which may end up sounding stupid (we've all been guilty.)

In my maps section, I usually keep a handful of maps I have either made, or found online. There's usually a mixture of both. Some of these mini-dungeon areas are keyed, while others aren't, but the idea is to whip one out in a jam when the PCs go off the beaten path. This way I'm not completely caught off guard. I know, for example, in general where my players are on my hex map before each session. I will then prepare a few maps and encounters for various locales in and around those hexes. Nothing too fancy, just enough to give me something should they wander off from what I perceive to be their goal at the time. Best of all, I can always use those maps in other areas later if need be.

The notes section is probably the most important section of the notebook. I have a campaign log which I keep, an item spreadsheet which lists who has what item, where they got it, if it's been identified and the items known and unknown properties. I also keep a small chart to document xp to help me calculate everything at the end of a session.

My campaign notebook is like my GM bible for the game. A good, well kept campaign notebook, will bail you out of sticky situations, and just make life easier for you as a GM, which in turn, will make things better and more enjoyable for the players.

3. Don't over-prepare

Don't spend too much time in preparation, and stick to things that will directly involve your PCs. Do you really need to write up 3 or 4 paragraphs of notes on a temple or inn your players may never visit? Improvise many of these things. Stick to what's important for the upcoming sessions. Yes, this can be, more or less, a fly by the seat of your pants method, but that's the fun of the sandbox. You're discovering your world along with the players.

When I start a new campaign, I like to take a hex map, key out several locations of interest, without detailing them too much, a brief set of notes on major NPCs in the area, and their motivations, various secret groups and organizations, a very brief overview of the political climate of the area, etc. These don't have to entail hours upon hours of needless preparation. Just a few notes, allowing you to focus on really preparing the important stuff, like areas your players might explore. Throwing up a few one page dungeons to get things going is a good idea.

It's very easy to find yourself spending hours preparing for scenarios your players may never encounter. I've done it myself, and in many ways, it's simply unavoidable, but try to limit the time and energy you spend on your campaign into what directly involves your players in the current session. Trust me, some of the best moments at your table will come through improvisation and just winging it. Just ensure you take good notes (or keep a campaign log as I mentioned in point 2), so you can keep things organized.

Some of these methods may work for you, some may not, and many of you are probably already implementing these methods in some form in your own games anyway. There simply is no absolute best way to GM. It would be a pretty boring world if that were the case. Still yet, we all have techniques and experiences to draw upon, which can make the job of GMing easier if we actually take the time to read and learn from others.

Grognardia or How I Discovered I Wasn't Alone in the Universe

This is a story which I really haven't shared yet here on BHD, but in honor of the fact that James over at Grognardia just surpassed 1,000 followers, and others are paying homage to him, I felt it was time I told this story. 
 
Back in the late 1990's, life began to change drastically for me.  After spending most of my young adolescent days in that decade playing D&D, starting with 1e then moving on to 2e, towards the end of the decade, I began college, started working to pay my way through, and gaming fell on the back-burner.  Eventually I got married and joined the Air Force in 1999, and by that time, gaming for me had completely fallen off the map.  It was, I believe, the following year when Wizards of the Coast took over TSR and revealed 3rd edition.  I recall being in a book store somewhere, picking it up and having a read through, and putting it down on the shelf.  It was strange really.  I had moved on away from the game of D&D, and after seeing the new version I felt the game had moved away from me as well.  The glory days of 2e were behind me, and the whole d20 thing just wasn't my cup of tea at all.
 
Here and there throughout the 2000's I played on occasion, when I got out of the military and returned home, but always we played 2e.  Eventually even that began to subside.  There just wasn't much material out there, and there didn't seem to be much of a niche for older editions online.  I suppose most of the old 2e players either moved on to 3e, or simply gave up on the game completely.  I discovered the Knights and Knaves forum some years ago, back when it was a ProBoards message board, but their utter hatred for 2e turned me away.  So, in many ways I felt alone in my love for the older incarnations of the game.  While most of my playing experience came from 2e, I got my introduction to the game through playing 1e, and always held a fondness for that version.
 
It was late last year, I believe, I was surfing through my feeds and noticed that one of the large sci-fi blogs, io9.com, linked an article James had written on Grognardia about Robert E. Howard.  Being a big Conan fan, I followed the link over, and from there it opened a whole new world up for me.  There was this thing they were calling an "old school renaissance?"  1e had been restored through OSRIC to allow for new material, and best of all, there was not only James, but hundreds of others who were just like me; fans of the older versions and styles of play.  This discovery ignited a fire within me again, and soon I started blogging myself about the games we all love.
 
So, congratulations on reaching 1,000 followers, James, although we know your reach in the community goes far beyond that.  Had it not been for your blog, I never would have discovered the OSR, and all the great people I've had the pleasure to meet over the past few months.

Tuesday, August 16, 2011

Monster: Lurghor

Lurghor

Frequency: Very Rare
No. Encountered: 1
Size: M
Move: 12 (3 in Gaseous Form)
Armor Class: 2
Hit Dice: 8+3
Attacks: 1
Damage: 2-12
Special Attacks: See below
Special Defenses: See below
Alignment: Chaotic Evil
Magic Resistance: Sleep, Charm, Hold spells
Lair Probability: 50%
Intelligence: Very
Level/XP Value: 8/2,200 +12 per hit point

Lurghors are creatures who dwell in both the prime and negative material planes. They are often mentioned in stories and legends told by low firelight by nurse-maids and nannies as a means to scare little children into proper behavior. The Lurghor in its natural form, is a creature of solid black with green glowing slits for eyes. Its body is generally twisted into a form of horrific display (its head will be twisted around while it walks on its hands and feet, for example.)

The arrival of a Lurghor to a village is seen as the sign of a curse, and they may be attracted for a variety of reasons, however the most common is the betrayal of a lover which has resulted in a death. Lurghors are drawn to the negative energy surrounding such an event, and will quickly take hold in an area wreaking havoc in the night.

They generally dwell in small caves in a wooded or forest area near the village they are menacing. The home of a Lurghor is easily identified, as the ground itself within a 500 yard radius of a Lurghor lair will turn to a dark grayish color, and the grass and trees will be brittle, twisted and dead no matter the season.

Lurghors are able to take a Gaseous Form once per day, making them invulnerable to all attacks save magical fire or electricity. They usually take this form turning into a greenish/black mist to sneak into the homes of villagers, where they feed off the dreams of small children. Such a victim of a Lurghor is easy to identify. Although they remain alive physically, their eyes will turn to a milky white color, and they will not respond, talk, or acknowledge the presence of anyone. The only way such a victim can be restored to its prior conscious state is through the death of the Lurghor.

In combat, the Lurghor will attempt to take a gaseous form if possible to evade enemies it determines may be a challenge. In physical form, the sight of the Lurghor requires each of its opponent to make a saving throw vs. petrification, or be affected per the Fear spell. In combat, it will attack with its claw like hands which will drain one experience level each time a hit is scored in addition to its normal damage.

The Lurghor is immune to Sleep, Hold, or Charm related spells. It can only be harmed by silver, magical attacks, or +1 magical weapons. Although it partially exists in the negative plane, it is not undead, and thus cannot be turned.

Friday, July 8, 2011

Dreadrock Dungeon: The Rakshir Orcs

The Rakshir Orc tribe first appeared in the halls of Dreadrock some ten years ago.  They migrated from the deeper levels connecting into the vast of the underdark and slowly made their way to the oldtown area (located in level 1-1 of the dungeon) of the ruins.  The oldtown area was once home to the common dwarven citizens of Karzamir before the fall of the civilization.  Presently, the Rakshirs have managed to fortify this area of oldtown, and it has become their permanent tribal home.  The area is heavily fortified with armed orc soldiers and crude traps constructed throughout the dungeon.  The tribe itself consists of approximately 100-120 orcs, mostly males.  Their chieftain is an Orc named Ghorash who has a guard of 10 orc warriors and at least 1 orc shaman with him at all times.  The Rakshir orcs remain in a constant struggle with the Warghash Goblin tribe, and the two sides are often battling over supplies and control of their areas.  The two sides constantly raid the others's areas scavenging and stealing supplies.  In addition to the Warghash, the Rakshir are constantly working to stave off curious adventurers who frequently make their way into the dungeon, which has proven to be a drastically difficult task.  Recently the humans in Dreadrock Bluff sealed off the main entrance from the mountain in order to secure a more stable entrance they can control (via a dimension door) which is situated near their tribal holdings in the dungeon.
 
The Rakshirs have managed to accumulate a small amount of slaves (mostly kobolds, but some humans as well).  The Rakshirs use these slaves primarily to work on digging out a tunnel which will lead to the surface, allowing them to make raids into Dreadrock Bluff, and the merchants and travelers coming into the town.  The people of Dreadrock Bluff are currently unaware of this activity. 
 
The members of the Rakshir tribe have an interesting method of disposing of captured enemies and prisoners.  Located in a sub-level near their tribal quarters, is a small cavern.  Orcs will often deliver enemies, goblins, kobold slaves, and captured adventurers to this cavern where they must face the wrath of the creature they call Stone-eye.  Stone-eye is a basilisk, and the orcs manage to keep him contained by offering him the carcasses of their enemies to feast upon, as well as the remains of their own dead.  This tactic has worked thus far in keeping Stone-eye in his own lair.
 
 
GM Notes: If any PC's encounter kobolds in the dungeons, they will always be with at least 1 orc warrior (the slave master), and the kobolds will always be unarmed.  If any PC's manage to communicate with kobold slaves, they will offer to help the PC's clear out the orc tribe if they promise them their freedom afterwards.  The PC's would have to raid the orc weapon cache in the dungeon, or find some way to arm the kobolds, before they will agree to fight with the party. 

Thursday, July 7, 2011

Dreadrock Dungeon: An Introduction

Dreadrock Dungeon is a massive labyrinth of tunnels with various levels situated under, what has come to be called, Dreadrock Mountain.  The dungeon was first discovered merely 3 decades ago by chance by a party of adventurers who were fleeing a band of mercenaries in the valley.  They stumbled upon the sealed entrance, and seeking to flee and hide from their pursuers, they managed to open the passage into, what they would soon discover to be the ruins of an ancient dwarven civilization.  A millenia ago, the dwarven city of Karzamir was one of the largest dwarven civilazations in the realm.  For reasons still undetermined, the city was virtually wiped out, and the tunnels leading into the city were sealed shut.  Eventually as time passed, Karzamir was forgotten and knowledge of its existence faded in the realms.  A few historians and sages knew of the place, but after centuries it became nothing more than a place of myth and legend.
 
After the discovery of the dungeon by The Company of the Black Rose, who spent quite a few years exploring its depths and exploiting the hidden riches within, word began to spread about the newly found ruins.  People of all races, especially dwarves, came to the mountain looking for opportunities of their own.  Eventually the members of The Company of the Black Rose retired from adventuring, now rich beyond measure.  A few went back to their own homelands, while a few stayed behind, erecting a small settlement near the entrance to the dungeon.  Soon, others followed suit settling in the town now known as Dreadrock Bluff, situated along the side of the mountain.  Dreadrock Bluff is now a small town with approximately 10,000 citizens, most of which make their living by catering to the adventurers who flock to explore the riches of Dreadrock.  There are various inns and taverns in the town, most charge exorbitant prices in comparison to other towns, because of the convenience of location to the dungeon.  Various sundry shops, weapon and armor shops, smiths, sages, and temples can be found within Dreadrock Bluff's walls, all willing to help the curious adventurer, for a price of course.
 
Dreadrock Dungeon is not without its dangers of course, and many adventurers who decide to explore its depths never return.  The locals in the area simply call it "The Rock."
 
Note: Dreadrock Dungeon is a site based dungeon which can easily be incorporated into any campaign setting or world.

Wednesday, July 6, 2011

New Project: Megadungeon - Dreadrock Dungeon

"Woe to ye who delve into the halls of that forsaken place. Abandon your Gods for even they dare not enter The Rock"

I'm officially announcing my new project here; Dreadrock Dungeon. So what exactly will this entail? A large scale megadungeon spanning at least 3 levels which will keep those greedy players of yours adventuring for months and months.

I'm planning on releasing the megadungeons here on the blog divided into quadrants in PDF form complete with room and area descriptions, random encounter tables, treasure, and of course the ever important monsters, tricks, and traps, along with a brief synopsis on each area, its denizens, and possible adventure hooks. Once the project is complete, which I don't anticipate for quite a while, I would like to collect them all together into one POD book possibly through Lulu.

Over the next few weeks I'll be posting entries here and there with tidbits on the design process, the various factions within the dungeon, etc. I have already mapped out the first quadrant, and plan on keying it up and putting it in an easy to review PDF within the next week or so.

This megadungeon will be compatible with most older editions of AD&D, as well as OSRIC and will be released under the terms of the OGL.

Cormyr Campaign: Session 1

As I have mentioned in previous posts, this past Friday I finally got the chance to sit around the table to play some AD&D with my old gaming buddies for the first time in many years.  We ran 2e, but more or less I run a hybrid of 1e and 2e.  The campaign is set in the Forgotten Realms in the northeastern part of Cormyr in a city called Tilverton.  I chose this spot because it sits along the border of the kingdom and for all intents and purposes is still very much a frontier town in an otherwise stable kingdom.
 
Some Realms purists may note I took a bit of liberty with the NPCs and factions here in order to make things more intriguing for my players.  For example, Tilverton is the only major city in Cormyr with a thieve's guild inside its walls.  The Purple Dragons have a garrison 850 men strong (considerably high for most cities and towns in the kingdom) in order to quell raids by the "border raiders" in the Stonelands region adjacent to the city.  The Stonelands themselves are an area rife with goblins, orcs, ogres, and brigands, not to mention the Zhentarim, so a strong military presence is required in order to keep the peace in the region.  As such, the posting here by a Purple Dragon soldier is a very dangerous one compared to most other postings in the kingdom.  So, I decided to add a bit of a twist here with many of the Purple Dragon soldiers, including the garrison commander, being "on the take" from the thieve's guild, aka the Rogues of Tilverton.  The Rogues provide the soldiers with a little extra money on the side to turn a blind eye to their underground actvities, of which there are many.  The logic behind this being, due to the danger of the posting at this garrison, many of the soldiers feel they deserve a little something "extra" to compensate for putting their necks on the line in a region filled with danger and strife.  Of course, when the game begins, the players don't know this.
 
Cast of characters:
 
Sir Bryndan Lowman of White Forks - Human, Fighter, 1st level.  A hedge knight from the nation of Cormyr.  His family squandered away all of his lands and holdings so all he has left is his title.
Kylar - Elf, Ranger, 1st level
Clangar - Dwarf, Fighter/Cleric, 1st level
Maverick - Half-elf, Thief, 1st level
Solaris - Elf, Thief/Mage, 1st level
Myst - Human female, Mage, 1st level
Sylana - Human, female, Bard, 1st level
 
 
Session 1 Summary:
 
The PC's enter the city, and are directed by the Purple Dragon soldiers at the gate that the best inn in town is Grimwald's Revenge in the oldtown section.  The PC's one by one made their way to the inn.  The patrons in the inn don't look to be travelers at all, and seem to be a bit on the shady side.  They PC's pay for their rooms and sit down to enjoy some dinner when one of the men in the inn approaches them each individually asking them if they want to play in a card game with he and two of his friends.  Solaris, Kylar, and Sylana accepted the offer to play, while the others chose not to.  The other PC's who did not play in the card game, received some free ale courtesy of a strange man in the corner of the inn.  The PC's who were not playing, go over to talk to the gentleman kind enough to buy them a drink. 
 
During the game, Sylana, the bard, attempted to cheat using a sleight of hand cantrip, and was caught, which caused quite a ruckus.  The local and his two friends stood up, along with just about everyone else in the inn, expecting a fight.  They put their hands to their daggers, but the bard, who did not win the game despite cheating, managed to talk her way out of a fight.  After the game, each of the party members ended up sitting together with the strange man in the corner of the inn.
 
The man introduced himself as Lasander Highmoon of Arabel, and owner of the Red Sun Trading Coster.  He tells the party that Grimwald's Revenge is not safe, and that they should seek out another inn in town called the Whispering Witch.  He agrees to meet them there after one hour.  One by one, the PCs slowly filter out of Grimwald's met with stares by the locals in the inn.  After a while, they all meet up at the Whispering Witch where Highmoon tells them Grimwald's Revenge is actually a front, and is in truth the headquarters of the Rogues of Tilverton.  The Rogues pay the Purple Dragons working the gates to send any adventurers and mercenaries they see entering the town to the inn.  This allows the Rogues to measure up any threats, and deal with them if need be.
 
Highmoon goes on to tell the party that he was on a journey from Arabel to the Moonseas with his wares when he was met upon the road by brigands who stole his goods.  These brigands were actually members of the Rogues, he later found out, and after some information gathering, he was able to determine that the Rogues had his wares in an abandoned warehouse in the city.  He is willing to pay the party 1,000 gold pieces (Gold Lions) to retrieve his wares from the warehouse.
 
The party, seeing an opportunity to make a good amount of coin, agree to the mission.  Highmoon takes them into the city and shows them the warehouse, which appears to be completely abandoned and boarded up from the outside.  Some of the party members pay attention to the area trying to spot guards or spotters for the Rogues, of which they find none.  Highmoon tells the party there are three ways into the building; the front door, a sewer access route which the Rogues use to transport their stolen goods and sell them in the sewers in the black market, and a small access door on the roof of the structure.
 
After discreetly casing the warehouse, they all go back to the Whispering Witch Inn to formulate a plan.  Solaris, however, stays behind to further case out and investigate the warehouse.  After deciding on a plan (or not deciding as it were), the party came back to the warehouse.  At this point, Maverick, using his infravision, was able to spot a figure on top of the warehouse, but could not make out any details.  This figure was Solaris, who was now on the roof.  Solaris dropped a rope down the side of the warehouse in an alley so the party could ascend to the roof.  Maverick sees the rope, but no one else in the party was able to notice.  Maverick decided not to pass this information onto the party.  Instead, they go to the front door of the warehouse, and attempt to listen in.  They hear nothing, and after a few moments, Maverick rattles the doors gently and whispers.  He does this several times, until finally he hears footsteps inside the warehouse approaching the door.
 
Kylar, standing back with his bow ready, notices a small slot open in the window adjacent to the door, and after a few seconds it closes again.  In the meantime, Solaris, thinking the rest of the party is coming up the rope to back him up, decides to open the access door on the roof.  In doing so, he is unable to avoid the door squeaking, and he opens it to find 5 men sitting around a table in a room below.  Hearing the door open they look up, but are caught off guard.  Solaris casts a sleep spell knocking out 4 of them.  The other, a mage, attempts to cast a sleep spell on Solaris, not realizing he is an elf.  Solaris resists the sleep spell and tumbles into the room.  The mage wins the initiative, and attempts to cast a spook spell on Solaris, which again fails.  Solaris misses his attacks the next round, and the mage turns to run away.  He manages to get away, and Solaris slits the throats of the other 4 men in the room.
 
Meanwhile, down at the front door, Clangar and Bryndan decide to bash the hinges off the door.  Clangar was successful in doing this, bringing the door halfway from the door frame.  He ripped the rest of the door down, and the group entered a long horizontal hallway.  Back inside the warehouse, Solaris is finishing off the last of the 4 he put to sleep when the mage returns, this time with 2 of his friends armed with crossbows.  Solaris attempts an escape up the ladder to the access door, but the men fire shots from their crossbows.  The bolts are laced with poison, and Solaris fails his saving throw, and falls unconscious.
 
After ripping to door down at the front of the warehouse, the rest of the party suddenly hears a bell ringing within the warehouse, and decide to retreat back to the inn.  They arrive back at the inn to find Highmoon, stunned to see them back so soon, and of course, without his wares in tow.  He tells the party that the Rogues will most certainly be moving the stolen goods in the warehouse through the sewers and into the black market after this botched attempt to raid the place.  The party, fearing to traverse the complex network of tunnels in the sewers instead learn from Highmoon that there is an access tunnel from the Stonelands that leads into the sewers underneath the city.  This tunnel is used to transport stolen goods from the black market by the goblins and border raiders in the Stonelands.  Not knowing where this tunnel is, the party decides to go into the Stonelands to find the tunnel and attempt to take back the wares.
 
Meanwhile, after a bit, Solaris wakes up to find himself bound in a chair with 3 men in the room, one standing directly behind him.  One of the men, apparently senior to the other 2, begins to interrogate Solaris.  Solaris attempts to convince them that he was working alone, and was trying to display his worth in an attempt to join the guild, to which the interrogator scoffs.  He knocks Solaris back out and orders him thrown into a cell.
 
Highmoon sneaks the rest of the party out of the city in the back of a cart, and tells them he will meet them in a small village south of Tilverton in one week.  If they fail to bring the wares in one week, the deal is off, and he will have to move on to other options.  That night, the party entered the Stonelands and set up camp.  The next day after essentially walking aimlessly in the Stonelands for half a day, Kylar scouts ahead and discovers a trail with recent wagon tracks leading west away from the direction of the city.  The party decides to follow this trail for a while with Kylar scouting ahead.  After some time, Kylar discovers a goblin ambush party situated near the road ahead and reports this back to the party.  The party engages the band of 6 goblins and defeats them.  Myst managed to put 3 of the goblins to sleep with a color spray spell, and after the battle, Maverick slits the throats of the 3 remaining goblins.  It was here that we ended our first session.
 
Reflections on the first session:
 
I noticed several things the party did wrong, specifically Maverick, which did not make sense to me.  Upon the initial raid on the warehouse, he saw the rope come down, and chose not to investigate or even tell anyone else in the party.  He was simply metagaming because he knew out of character that it was Solaris that dropped the rope.  Why he chose to ignore this, is beyond me.  The next gaffe came on the goblin ambush in the Stonelands, which was really nothing more than a random encounter.  The party knew that goblins used the tunnel access point to get into the sewers, but they had no idea where the tunnel was or how to find it.  One would think it a good idea to capture and question one of the goblins they had managed to put to sleep.  Instead, Maverick chose to slit their throats.  So, now when we pick back up, they will still be roaming around in the Stonelands, which are vast, looking for a tunnel in which they haven't the slightest clue where it might be and is likely hidden from plain view anyway.
 
It was an odd session to say the least.  I was expecting an extreme manner of caution when approaching the warehouse and they all were fairly careful in how they approached the situation.  I touched upon this in my previous post, Why Not 4th Edition, but a major difference in that game and old school DnD is game balance.  In 4th edition, the players know that whatever challenge they face, they have an opportunity to defeat the enemy, succeed in their skill challenges, and effectively "win" the scenario.  In old school DnD, that is not always the case, and most of my players know this because most of them (with the exception of Maverick, Myst, and Solaris) have been playing old school DnD for years.  In old school DnD, you can't simply bust in the front door and expect to win every fight, because you never know what's on the other side of that door.  After breaking the door down, and hearing the warning bells, one of the veteran players immediately yelled out to run.  Knowing when to run is just as important as knowing when to fight in old school DnD.  After the botched raid, they were all commenting on how epic of a fail it was, while I simply reassured them, no, you're still alive.
 
It was still a lot of fun to sit around the table again. The players were really into it, although they obviously had some tactical issues with raiding the warehouse. Most of all I noticed no one really seemed to want to take charge, and make a decision the party could agree with. Still yet, we are planning on playing again next month, so I look forward to playing and updating on their antics.

Saturday, June 25, 2011

Gaming Within the Game

So, I'm getting ready to start up a new table top DnD campaign, and while writing up the adventure for the first session I decided to include a scenario in which the players are asked to play a card game by some locals at a tavern.  So, I thought, how could I handle this?  Surely there has to be something that covers this sort of thing somewhere, but after a quick review, I couldn't find anything that really addresses the idea of gaming within the game.  I'm sure there has to be something out there that covers this, but I decided to do what any old school DM would do; make shit up.  So, here's my method of simulating a card game (we'll call it Three-Dragon Ante after the card game by Wizards, which could be used in-game itself):

Three-Dragon Ante:

The pot starts out at an agreeable amount (let's say 5 copper).  The betting starts in a clockwise pattern at the table of players.  Each round the betting passes to the next player in a clockwise direction.  Everyone must either see the bet, or can opt to raise it based on what their characters are "holding."

Each player rolls a d6 and keeps the results hidden from everyone but himself/herself (and the DM).  He sets the d6 over in a hidden spot where it cannot be seen.  Betting goes again, and this process continues 4 times with each result being kept hidden until the end of the 4th round.  At the end of the 4th round, each player reveals their dice (the DM can then verify that a "player" did not cheat since he saw the dice rolls...we'll get to "characters" cheating in a moment though).  The player with the highest number on all 4d6 wins the pot.  A tie results in a split pot.

Now, how do you cheat in this game?  Well, keep in mind this game is approached from the 2e position so we'll take non-weapon proficiencies into account.  Any player may attempt to cheat in this game.  To do so, he must somehow alert the DM that he is attempting to cheat.  If the cheating player has the Gaming proficiency, a successful proficiency check will allow the character to cheat and replace his lowest dice roll in the game with a 6.  Anyone who does not have the Gaming proficiency, may attempt to cheat, by rolling an ability check (whichever the DM finds most appropriate i.e. DEX, INT, WIS, CHARISMA, etc.) at a penalty (also prescribed by the DM).  If the check is not successful, the character was not able to cheat.  This does not mean that he was caught, however.  So, how does one get caught or catch a player cheating?  Anyone with the gaming proficiency may use it once per game to spot cheaters.  A successful proficiency check combined with an unsuccessful cheating attempt will allow the character to catch the unsuccessful cheater in the act.

So, it's a fairly simple process, and the game can move fairly quickly I suppose.  Still have yet to test it out, but I plan on using the formula next Friday at our first session.  If anyone has a method of their own they'd like to share or can point me in the direction of something more useful for handling gaming within the game, it would be much appreciated.

Sunday, February 20, 2011

From the Treasury: Mygorum's Portable Librarium


Mygorum the archmage was a rather neurotic and absent-minded wizard. Over the many years of adventuring with The Company of the Blood-Tipped Spear, he accumulated volumes upon volumes of ancient and arcane lore. As the years went by, and his memory began to fade, he found it necessary to have access to his tomes as often, and as readily as possible. Thus, he crafted the device he named Mygorum's Portable Librarium.

The minor artifact is presented as an ornate golden pyramid with bright ruby gems inset along its edges. When placed on the ground, and the proper command word spoken, the mage is transported to an extra-dimensional space within the pyramid statue. Within this space, time stops effectively for 2-12 full turns once per day.

Inside, the librarium is lined with bookshelves along its walls and a small desk and chair at its center. The tomes within contain vast and various spell books, beastiaries, and other such sundries left up to the DM to decide. The mage may make use of this time however he sees fit within the librarium (memorizing spells, researching information on how to destroy a monster, etc.) Once the mage chooses to leave the librarium and return to the prime plane, he returns exactly where he left and time immediately resumes from the point at which he entered the librarium.

Friday, February 11, 2011

The DM Who Knows Nothing

'The only true wisdom is in knowing you know nothing.' - Socrates

The other night, my best friend Chris commented to me in a chat that he was sometimes amazed at how I knew so many things about the game of DnD.  I was curious as to what he meant, so I asked for an example.  He went on to talk about a particular encounter where essentially I had to make a ruling as a DM.  From his perspective, I made this ruling based on some obscure knowledge of the volumes upon volumes of text available to me in rulebooks.  In truth, I simply don't have time to dig up every little particular rule of the game, and most of the time, I simply make rulings on the fly, a trait common to those players and DM's who would usually consider themselves to be of an "old school" mentality, I suppose. 

The first, and most important piece of advice I tell anyone interested in game mastering a RPG, is to realize that you know nothing about the game.  Not only should you realize this, you should embrace this philosophy.  The rule books are there to be a guide first and foremost, but the DM is the final say at the table on any ruling.  That is not to say that a DM should not look through and utilize any of the rules in the DMG or any other supplemental book.  Rather, this philosophy simply means that you don't rely on these books for every little thing that pops up.   They are meant to serve as a guide, not a crutch.

New DM's are often terrified at the notion of sitting at a table, having prepared what they think to be a well planned adventure, only to have a player do something out of the ordinary, requiring a ruling.  I know, because I have been there myself.  Having 3 or 4, or sometimes even more, people staring you down and waiting for you to come up with something can be a lot of pressure.  Immediately, the new DM feels the need to whip out a book to make sure he/she "gets it right."  Resist this urge.  Think about the situation, utilize the stats available, along with the circumstances, and make a ruling.  Because if you pull out that book, and start digging, the rules lawyers at the table are going to expect you to do that every single time something out of the norm pops up.  Unless you just started playing RPG's yesterday, you know that "things out of the norm" are essentially THE norm at the game table.  You have to be prepared to make judgments on the fly, and be willing to make those judgments. 

Yes, having a firm grasp on the DMG will make it a lot easier to make good judgments, but in the end, you are the DM.  As long as you remain impartial to the players and the game, the rulings you make will be fair.  I have never had one of my players question me on a ruling in a game, or somehow perceive that I was "out to get them."  That is not to say that the DM should never be willing to listen to a player on a subject.  If what he/she says makes sense, or seems the best way to handle it, use it to make your ruling.  Remember, as a DM, your first, and most important function, is to create a living and breathing world of adventure for the players to explore.  This is where the DM should focus most of their time, as opposed to learning every little penalty associated with exceeding a certain character's encumbrance by one pound.

As a new DM, once you make the realization that you don't know anything, and don't have to know everything, the game will begin to open up in a variety of ways.  Realize and embrace the fact that you know nothing. 

Monday, February 7, 2011

Tenevar's Traps: The Trapping Mirror

Tenevar the gnome made a name for himself throughout the realms as an innovator of death and dismemberment. His mechanical and magical traps were the envy of kingdoms far and wide. High lords and monarchs called upon his services to design complex and ornate trappings and tricks to ensure that grave robbers and looters would meet a nasty end should they attempt to raid their tombs. The following trap comes from within the tome containing his journals and notes on design.


The Trapping Mirror

When the party enters the room, at the very rear of the chamber they see an ornate and beautifully designed statue holding a mirror at eye level so they may see their reflection as they approach. Once any party members gets within 30 feet of the mirror, and sees his/her reflection, the party member must make a save vs. spells, or disappear into the mirror. The party will have no idea what happened to their friend(s), or where they went. They will simply have vanished. The mirror is a Mirror of Life Trapping. In order to free the party member(s) from the mirror, it must be broken, which can be done by any conventional means. The problem, however, is getting to the mirror. Five feet directly in front of the mirror is an invisible Wall of Force cutting off the party from the mirror, which cannot be penetrated (treat as the wizard spell of the same name). It cannot be dispelled with dispel magic. Only a Disintegrate spell, or a wish can destroy it. It is possible, however, to teleport on the other side of the wall in order to break the mirror. If the mirror is broken, all creatures trapped within are released (some of them could include nasty monsters).

This trap is designed using the AD&D 2e rules, however can easily be incorporated into any RPG system.

Campaign Journal: The Northlands and Beyond Chapter 1

So, I thought I'd start posting my campaign journal entries here, in a brief summary format.  For a more detailed version, you can check out the Obsidian Portal site for our campaign.  Because this game is played via a play-by-post method, there are no real "sessions" as we pretty much play every single day.  Instead, I've divided the entries up by chapters.  They don't really act as chapters of a story, per se, but rather offer a break or change in events, so to speak.  So, here is the abbreviated version.  Again, for those that don't already know, this is an adventure played in AD&D 2e in the Forgotten Realms setting (using 1993 boxed set).  The year is 1368DR.

Cast:

Xilus - Lvl 1 Fighter/Mage/Thief half elf, played by Chris
Davrun - Lvl 1 Paladin, human played by Billy F.
Stanley - Lvl 1 Cleric of Torm, human played by Rouse
Flute - Lvl 1 Bard, half elf, played by Billy C.
Bazhur - Lvl 1 Ranger/Thief, human played by Ron
Tymel - Lvl 1 Cleric of Tyr, human NPC

Xilus, Davrun, Flute, and Stanley arrived at the Hall of Justice in Neverwinter on the morning of Hammer 5th, 1368 to answer a call to arms. Over the past two weeks, 4 merchant caravans had gone missing while traveling south along the High Road near the Neverwinter Wood. The party was commissioned to find the bandits raiding the merchant caravans, rescue any survivors, and bring the brigands to justice in Neverwinter. Tymel Greyhammer, cleric of Tyr, and priest at the Hall of Justice accompanied the party.

They departed on Hammer 6th using a cart disguised as a merchant cart in order to lure out the bandits. That night, after traveling along the High Road the group set up camp. During the night they were attacked by a pack of wolves. 

During the late afternoon of the following day, Hammer 7th, the party came across 3 people standing by a broken cart along the High Road. They claimed to be from Neverwinter and in need of assistance to get back on the road. Xilus noticed that there were no fresh tracks to indicate the cart had been moving. From the back of their own cart, Davrun the young paladin, who was hiding in order to surprise brigands, sensed evil nearby. 

While questioning the 3 humans, the party was ambushed by a group of 5 orcs.  During the fray, Xilus cast a sleep spell on the humans. After the orcs were slain, the 3 humans revealed that they were survivors from a previous caravan raid. The raids were not being conducted by bandits, but rather by orcs. The orcs somehow knew of the party's coming and forced the humans to act as bait for an ambush.

The humans informed the party that the orcs had a camp a half-day's journey into the Neverwinter Wood and that there were other human survivors. They also mentioned that every other night an elf would come into the camp, speak with some of the orcs, and sometimes take a few of the humans. Those that were taken had not been seen again. They also suspected that the elf was behind the ambush.  One of the 3 humans, a woman named Myrtha, revealed that her son was still alive in the orc camp. The other two humans agreed to take some horses and ride back to Neverwinter to report the news.

The party then departed through the forest of the Neverwinter Wood headed for the orc camp with Myrtha in tow. Upon finding a ravine with a tree fallen across in the forest, Xilus went forward to scout the orc camp. As he was scouting the camp he encountered another human, this one armed. He revealed himself to be Bazhur Kahn, a warrior from Calimshan. He informed Xilus that he had been scouting the camp for several days, but could not act to free the captives because he was severely outnumbered. With the party waiting back at the ravine about 100 yards back, Khan and Xilus proceeded to the orc camp.

After stealthily taking two of the orc guardtowers, they signaled the rest of the party to come forward. The ambush didn't go as planned, and a battle ensued. The party managed to kill most of the orcs including a chieftain and a shaman. They also freed the remaining survivors. One of the survivors, a merchant named Dalos Ironwinter, attempted to sneak into the chieftain's tent after being freed, but Xilus spotted him and secretly followed him. After observing Dalos, he realized the man was looking for something extremely important in the chieftain's tent. He revealed himself to Dalos, and after some questioning, discovered that Dalos was commissioned by one of the Neverwinter Nine, a man named Balar, to create a map of the city of Neverwinter, and deliver it to Waterdeep to a contact with the Lord's Alliance.

After creating the map, and disguising his journey as a mere merchant's caravan, he was ambushed by the orcs along the High Road. He told of a mysterious elf who came into the camp every few days. He would take a few human captives with him, but the captives would never return. Dalos was digging through the merchant cargo stored in the chieftain's tent looking for the map of Neverwinter. Unable to find it, Dalos feared it may be in the hands of the elf, or worse yet, on it's way to the Arcane Brotherhood in Luskan, bitter enemies of Neverwinter.

While Xilus questioned Dalos, Davrun spoke with the little boy held captive, Myrtha's son. He told the boy that Myrtha was with the party, and after looking around, discovered she was missing. He went to the outskirts of the camp where he discovered a blood stained trail leading into the darkness of the forest. Putting the pieces together, he reasoned that somehow during the melee, Myrtha was taken. Angered, he wanted to pursue her captor into the wilderness, but the party members convinced him to wait until dawn.

At dawn on Hammer 8th, Davrun and Tymel went searching for Myrtha. The rest of the party prepared to depart with the remaining survivors, and return to Neverwinter. Davrun and Tymel discovered a beaten and bloody Myrtha hanging from a tree with a note attached which read: "I will kill them all if you follow me -e.v." Davrun and Tymel wrapped her body in a blanket, and returned to camp. Her son was horrified with the sight and Davrun attempted to comfort him.

The party agreed to take the survivors to Helm's Hold just south of Neverwinter. They arrived at Helm's Hold on the evening of Hammer 8th. Xilus gave the note to a sage at Helm's Hold who revealed a hidden watermark on the note. The symbol was that of the Eldreth Veluuthra, an organization of elves bent on ridding the world of humans and half-elves.

The party determined they must hunt down the elf, and bring him to justice for his crimes, and also recover the map of the city before falling into the wrong hands. They agree to take Dalos with them as he would be able to identify the authenticity of the map.  The party headed out of Helm's Hold, towards the village of Conyberry, a small, human village, and home of Xilus, on Hammer 9th.

So ends Chapter 1 of our heroes' tale.

Friday, February 4, 2011

My Favorite Dice

The polyhedral dice set is the gamer's talisman. These dice are the way by which we identify ourselves with our characters. They serve as the physical link to the fictitious figments of our unbridled imaginations. For most of us in the hobby, our dice become as integral to the game as we are. We wait to hear the DM utter, "roll to hit" or "give me a saving throw vs spells" so we may pick up that favorite d20, roll it between our palms, and cast it on the table as if it were some sort of ancient rune. We live for those moments, watching intently as that die rolls across the surface of the table to land on that all important number, because we know more than one character's fate has been decided by the roll of a single die.

For nearly two decades I have relied upon a single set of 7 dice, which I call affectionately "the blues" not only for their sky blue color, but also because of the many cases of the blues they have set upon me. Of course, the great times have been better than the bad with these dice.

The Blues

I've lost some along the way as gamers are wont to misplace these things. They've rolled mysteriously under a couch or fridge, only to be found and returned to me much later, either by myself, or one of my friends. These dice have stuck with me as I have stuck with them over the years, and no matter what, they always make their way back to me. Odd as it seems, it's the truth.

I recall several years back, when I had convinced myself I'd probably never play DnD again, and I donated my library of DnD material, I picked up those dice in their little black dice bag. I contemplated tossing them in with the things I was giving away, but I couldn't bring myself to do it. Instead, I tucked them neatly away in my desk drawer. Later, when I came back to the game, there they were, waiting patiently for my return.

I have recently ordered a new set of dice, sky blue with white hand-painted numbers, the dice are from Gamescience and should be arriving soon. Still, as balanced and amazing as the gamescience dice may be, I don't think they'll ever replace my "blues."

These may seem the ravings of a mad man, and maybe I am a little strange for having such an attachment to a few dice. If that is the case, then so be it. Certainly I can't be the only gamer out there who has a favorite set of dice he/she has retained over the years. I hope I'm not anyway.

Wednesday, February 2, 2011

BHD: One of the Fastest Growing OSR Blogs?

*BHD being my own little abbreviation for Black Hole Diaries

According to a recent post by Cyclopeatron, BHD made the top 5 fastest growing OSR blogs from Dec. 16th to Jan. 31st with a net gain of 36 followers over that time.  This led me to think, is this truly an accurate reflection of a strong growth, or am I merely just lucky in my first month?  My blog is just barely 6 weeks old, and I've been very fortunate to have been stumbled upon by other bloggers in the OSR who linked me early on.  Tim Shorts over at Gothridge Manner linked to my blog when it was still in its infancy.  Recently I got a significant bump in followers thanks to James from Underdark Gazette, who linked my crypts of Azeoul Vhezian dungeon pdf and my map of Numendyr.

I like to think that I write enjoyable and entertaining posts, but I find myself scratching my head at the sudden bump in followers.  I guess people like what I'm posting, which is good.  I have tried, in these first 6 weeks, to "bring something to the table" so to speak in the OSR/gaming community by posting useful things such as the crypts, or my low level magic items, etc.  More of that type of stuff is coming in the future as well, along with my very opinionated rants/posts sprinkled in here or there. 

Still I've found it curious that the blog has gained such an increase so rapidly particularly because of my focus and lean more towards 2nd edition AD&D, a format reviled by many in the OSR community.  In fact, a great many don't even consider 2nd edition to be part of the "OSR" at all, which is fine.  I've often chimed in that I'm not sure where I fall in the old school/new school debate, I just know what I like and what I'm most familiar with, and that is AD&D 2nd edition. 

Regardless, I'd just like to take a moment and thank everyone who has stumbled upon my musings and clicked the little follow icon.  Also, I'd like to thank all those within the OSR community that shared my blog and gave me a chance to grow.  Hopefully I can continue posting interesting entries, and keep the momentum rolling.

The Northlands and Beyond Campaign: Meet the Players

First, let me say that none of my players know about my blog here, although I'm sure they will eventually find out.  I didn't tell them about it intentionally, as I plan to use this blog to discuss and share opinions and tips on game mastering.  As such, game plots about my campaign tend to be revealed here or there, so I thought it best to keep them out of the loop about Black Hole Diaries, at least for now.

As I've mentioned in previous posts, we currently play in a play-by-post game using AD&D 2e rules set in the Forgotten Realms.  Of course, it doesn't beat playing at the table, but considering it's the first time all of us have been able to play DnD together as a group for nearly a decade now, it works out quite well for us.  I detailed how I have made it work for us to be as close a simulation of the table top experience in another post, so go take a look if you haven't already, and you're interested in exploring the play-by-post method.

Since I plan on discussing my adventure quite a bit on this blog, I thought it best to introduce those curious enough to read all this to some of the players in the game.  I've known some of these guys for over 20 years.  We have a great cohesion together, because we've been playing so long.  While that sounds good, and overall I suppose the pros outweigh the cons in that regard, it can be terribly difficult to design a game that can be both surprising and enjoyable because they have seen and done it all.  They know my style as a DM, and I know their styles as players.  Fortunately, they are all very talented gamers.

Here they are.  The cast of the Northlands and Beyond.

Chris - I've known Chris for 26 years.  We have been best friends our entire lives, and truly he is more like a brother to me than just a friend.  Then again, the same can be said about all the guys in the group.  Chris has a very eclectic taste when it comes to DnD.  He doesn't tend to favor any one particular class or race.  He's often careful in how he approaches a situation, taking the time to assess as thoroughly as he can.  He tends to play this way due to past games where he has been tasked with accomplishing something major for the party, and being unable to get it done.  This stems mainly from poor dice rolls rather than bad play on his part.  He is the king of the "fumble."  The joke in our group is never tell him "all you have to do to hit is NOT roll a 1," as this is often the kiss of death.  Truly, he has fumbled more times in critical situations in previous games than I can even recall.  His character in our current game Xilus, a Fighter/Mage/Thief half-elf from the village of Conyberry just south of the Neverwinter Wood.  Yes, a Fighter/Mage/Thief.  I told you he was eclectic.

Ron - Throughout most of our time playing DnD as a group, Ron has always been the primary DM.  His imagination is unreal.  He has crafted brilliant home brew worlds, and some of the most brilliant adventures one could imagine.  He doesn't use modules, preferring to run his own adventures, and honestly, they are better than any module you could pick up.  I say this having experienced some module gaming, and also running characters in his games.  There is no comparison.  Why he isn't working for WotC or some other gaming company is beyond me at this point.  He lives far from us all now, which makes getting together to play at the table impossible, so the play-by-post works perfectly.  In fact, he's created his own system of rules which he's been using to run his own games for over a decade now.  As to his style of play, he tends to put a lot into his characters.  He likes to flesh out a great background for them, and make them a little different from the rest.  The brilliant thing about this is the fact that he can turn the basic race/class combination from the PHB into something unique without having to devote it to kits and the like.  His current character, Bazhur, is a Ranger/Thief from Calimshan.  He's stuck in the northlands by accident pretty much, his ship having crashed ashore there.  He is in search of his wife and child, who were taken by slavers some time ago.  Readers might recall a recent post in which I pointed out how he played a rather remarkable heroic situation for a 1st level character.  Give it a read if you haven't already.

Billy F. - I've known Billy F. for about 17 years.  He and I tend to get pretty crazy when we get together if there's alcohol involved, which we do pretty routinely.  He's a funny guy with a sharp wit.  In DnD, he generally tends to play the warrior type.  I can't recall an instance where he ever played a mage, in fact.  Most of his time has been devoted to playing melee fighters.  He decided to try something new in this game, and play a Paladin.  He chose this, I imagine, because he knows that often in games I run, it becomes nearly impossible to play the Paladin class.  I wouldn't say I am necessarily strict on how I look at the Paladin class, however there are certain benefits derived from the class, and it is one of the few classes in the PHB that must stick to a straight and narrow line in terms of alignment and the like.  I simply hold players to those terms, which in an adventuring party full of different alignments and classes, often results in a challenge.  It's been pretty interesting thus far, because his presence in the party creates a great dynamic in how they work to accomplish certain goals.  Oftentimes, they work behind his back to achieve an end, not because they are doing something evil, but because he simply would not allow it if he knew about it due to the lawful good alignment.  So far, he has done a good job playing the character although I have often questioned if he's really having fun with it, because it is such a departure from what he's typically used to running.  His character, Davrun, is a human Paladin of Ilmater.

Rouse - Rouse was a latecomer to our group about 15 years ago.  He's currently in the military and deployed, so I've been running his character as an NPC for quite some time.  Rouse tends to play the lawful good type in just about every game.  He loves the Paladin class, but I have sort of broken him from this in the past.  We played a one-on-one campaign for about a year in which he played a Paladin that nearly lost his Paladinhood.  He generally tends to play the same way with all his characters.  I can't think of a time that he's ever played anything but a Paladin or Cleric.  In our game, in fact, he's playing a human Cleric of Torm named Stanley.

Billy C. - Billy C. is a large man.  He's a very heavy guy with a heart just as big.  Truly, he's one of the nicest people I've ever had a privilege to know.  His tastes are eclectic as well when it comes to DnD.  He has played everything from the large melee warrior, to a devious female thief.  He enjoys intrigue and shady plots in the background, and working to expose them.  He's also prone to going his own way to look for things when the rest of the party is focused on something else entirely.  Sometimes this is rewarding, and other times this has proven to be disastrous for the party in other games.  One of the most dreaded things to hear at the gaming table is Billy C. saying "I'm opening the door."  He is a good player, however, and his risk/reward style is always something I have to prep for well as a DM.  He is Murphy's Law epitomized at the gaming table.  If you suspect the party is going to do one thing in an encounter, you can pretty much count on Billy C. doing something entirely different.  No matter how much I prepare to plan with him in mind, it never matters though.  He always catches me off guard with his antics.  Currently in our game he's playing a half-elf Bard named Flute.  His main goal being to write tales and sing songs of the party's exploits wherever they go.  Currently, he's recovering from an attack from a doppleganger, which nearly cost his character his life.  Another instance of his inquisitive nature almost getting the best of him, and the party for that matter.  Yet, were it not for his prying, the doppleganger would have likely inflicted even more damage on the party as a whole.

Paul - Paul is currently in the Navy and is deployed at sea.  He also tends to be careful in how he handles situations.  He rarely takes the lead, but often works in the background with his characters to achieve his own ends.  He has a tendency to play the thief in our games.  He enjoys slinking about, hiding in shadows and sneaking up on opponents.  Much like Billy C., he also relishes in intrigue and the like, and he's prone to go against the grain, although not to the extent of Billy C.  He's a good player, and his ideas and input on certain situations have saved the party on more than one occasion.  His current character is a human thief named Rabe Branty.

There you have it; the cast of The Northlands and Beyond campaign.  Now, that I've taken the time to introduce you to them and their characters, some of my posts about the campaign will make more sense.  If you're interested in reading up on the campaign, take a look at our Obsidian Portal page, which we update regularly.  Check out the Adventure Log there as well.  Several of the players are using the Adventure Log to post entries from their own characters' perspectives, and some of them have been very awesome.