Showing posts with label moldvay*. Show all posts
Showing posts with label moldvay*. Show all posts

Thursday, January 19, 2017

Game Session Report 10/21/16 (Part 2 - Fragmentary): Descent into the Depths of the Earth


I know, I know...I said in my first post of 2017 that I didn't want to finish blogging about my two sessions of RPG action with the neighborhood newbs...but I started a post and dammit, I want to publish it! 

Specifically, I want to post it because of my inane...observations. And because I have no time to blog here usually, so wasting my precious words is a crime to my sensibilities. 

See below for the fragment I wrote up before despair overtook me and my will to write on...

Let's return to the recap of my newbie players and their first RPG session, shall we?

So, a gang of goblins (probably the same that attacked the priests of Libra) came running out of the excavated barrow and attacked the party. The group made decently short work of the creatures, but player Laura (aka Noo the cleric of Leo) had the presence of mind to consider capturing one of the goblins in order to interrogate it.

Now, this brings me to an interesting observation: these folks, being newbs, have actually displayed a lot of aspects of more experienced players. Specifically, from the very first battle, they decided it would be a good idea to have a captive to interrogate.

And, if it came down to it, they wouldn't balk at a bit of torture to get information.

Now, does this say something about human nature? Granted, we're talking about an imaginary torture situation of a non-human creature, so there's really no need to be disturbed by the players decision. But I find it really interesting that no matter who I've gamed with, no matter the experience level of the players, they usually see the need to get captives and glean information, and consider torture a necessary evil.

Again, human nature? Or is there too much torture on the TV and Internet to learn from? Too much waterboarding and Gitmo Bay news footage to teach them what to do?

Oh my god, I'm Tipper Gore!

Anyway, they did indeed capture a goblin and started to interrogate, and of course threatened it with torture. The goblin told them it was a part of a tribe that moved into tunnels below the barrowlands. When the archaeology team ventured into their tunnels, the goblins reacted, attacking the humans and capturing them. 

The goblin offered to take them to the captives in exchange for its freedom. They decided to take a chance and believe that the goblin was sufficiently cowed to guide them truthfully and accurately.

That's all folks! Little did I know at the time of the writings above that the newbs would also resort to the good old lamp oil Molotov cocktail tactic in the dungeons they entered! It was instinctual, I tell you! They just came up with it out of nowhere! No prompting from me at all!

Am I way too excited about this? Let me know, please!

Tuesday, November 1, 2016

Game Session Report 10/21/16 (Part 1): Hello Dorkness My Old Friend...

...or maybe for a few hours on Friday!

...it's good to game with you again!

Yes, On Friday night (October 21st) we had "roleplaying with the newbs" night! Over the last few weeks my wife and I had heard through the grapevine that some folks in town were curious about D&D. My wife leaked the word that I am a veteran roleplayer, and...Boom! A game night was scheduled!

I expected people to be a bit shy and tentative about the experience. I expected some of them to be nervous about word getting out that they were playing D&D. All very normal and valid concerns for the casual gamer, given the stereotyping and ridicule of gamers that still exists in the world.

I assured them I'm a discreet game master! No need to fret, folks, your secret is safe with me!

Everyone arrived at our place, and introductions were made as needed. We had a good supply of food and drink to share. I called everyone to the kitchen table, where I had my DMing gear already set up.

There was much joking and rib-poking as the players went through the pile of pregens I provided. I made a short speech about the rules and gave them a tour of their character sheets, but I could tell they just wanted to play.

"We'll get the hang of it as we go along," they insisted. "Let's get started!" Eager, they were, indeed!

So, I set the mood and the stage: Castle Westguard, a wilderness outpost of the Great Kingdom in Southland (thanks Rob Conley, for the setting). The lord of the walled settlement, Lord Griff, needs hearty adventurers to explore the barrowlands to the northeast. Why? Because an archaeological dig seeking artifacts from ancient kingdoms has gone missing, of course!

Lord Griff needs those willing to sacrifice life and limb for the promise of treasure. "Go, find the lost archaeologists," he decreed, "and you'll be rewarded 10 gold pieces each!" The party was ready for adventure, indeed, and they set out without hesitation!

Our party of first and second level pregens (created via Wizardawn) consists of:
  • Matt, playing the wizard Magic Mike (of course).
  • Laura, playing the cleric of Leo named Noo.
(note, I made the on-the-fly decision that the gods of this world are the twelve gods of the zodiac, based on the suggestion of one of the players...)
  • Jennell, playing the female dwarf Elvira.
  • Ed, playing the fighter Donald.
  • Lesley, playing the male dwarf Tases the Archaic.
 As they marched through the barrowlands, they came upon a grizzly scene: three dead bodies of priests (of the god Libra) laying outside the excavated entrance to one of the barrows.

The party decided to investigate, and discovered one of the priests was still alive. He was badly wounded, so Noo the cleric decided to heal him. Once he recovered enough to speak, the priest introduced himself as Brother Thomas, and he thanked the party profusely before telling them that he had been part of a group of ten people sent by Lord Griff to excavate barrows. The ten were a mix of scholars, priests, and guards.

The scholars had been following an ancient text that pointed to this particular barrow as having deep significance to a long-dead civilization. They had broken open the entrance and entered the circular chamber within, the walls of which were lined with niches that contained mummified bodies wrapped in linens.

One of the scholars had walked onto an elaborate mosaic of colored stones in the center of the chamber. The floor had given way underneath the man, who had plunged a hundred feet or so to his death. The majority of the group decided to descend the shaft to recover the body and explore what was below.

Thomas and the other two Libran priests had remained on the surface. They waited for hours for the return of their fellows, and even engaged in some prayer to pass the time. It was during their prayers that they were attacked by a group of small, horrible green-skinned creatures bearing rusted swords and shields that looked as if they were made of stretched skins.

The creatures, of course, were goblins. They attacked the priests and slaughtered them...except for Thomas. Once they had finished their bloody work, the goblins disappeared back into the barrow, and presumably went back down the shaft to the depths from whence they came. And, of course, it seems none of the others on the archaeological dig team had ever come back up from below...

His story complete, Thomas then asked that one of the party escort him back to Castle Westguard. The party, as a whole, told him that wasn't going to happen, because they needed to find the rest of the archaeological team. Thomas balked at that, but before he could continue to argue, the gibbering voices of goblins once again boiled out of the dark entrance to the barrow...

TO BE CONTINUED...

Sunday, September 4, 2011

Thoughts after reading Moldvay’s Basic Set

So, as part of my desire to read up on Classic or "Basic" D&D, I’ve read through Moldvay’s Basic Set. Here’s how I sum up my thoughts after reading it:

The nostalgia that I felt was heavy duty (again, I never played it when I was young, but it still reminded me in some ways of reading through the AD&D 1E books).

The only real difference that I could see between Moldvay Basic and Labyrinth Lord was the rules for attribute adjustment. It might be clearer to state that the only rules difference that matters to me is attribute adjustment, which I think is absent from Labyrinth Lord (then again, I haven’t read Labyrinth Lord from cover to cover, so I could be wrong). But really, I don't think that there are any other differences of any considerable size.

If I wanted to play by these rules or something like them, I’d rather play Labyrinth Lord.

This last statement is how I felt after finishing my read-through. I feel like Labyrinth Lord has a much better organization, appearance, and some small changes in the rules that make it much more accessible, at least to me at my current stage of life.

The big factors that appeal to me when thinking of running a Classic D&D game are:

Limited class options make it easier for the GM to remember class abilities and faster for players to create characters (even faster than Castles & Crusades/C&C, which is pretty quick when it comes to character creation).

Saving throw progression and other similar mechanics don’t require the thought process that goes into systems that require the GM to create target numbers for attribute checks (an issue I had with D&D 3E, but C&C mitigates much of the thought process with the SIEGE Engine system). If I ever thought there was a need for attribute checks in a Classic D&D game, I like the thought of making players roll under the appropriate attribute score. I’ve always felt that D&D attribute numbers were sort of useless, and their modifiers or lack thereof had more effect on the game (perhaps that was just my style of play back in the day…)

The four human races and the demihuman race-as-class options lend a certain archetypal/mythic aspect to the game that appeals to me. I have ideas for developing my own setting for use with Classic D&D rules, and using that in a future campaign.

How Classic D&D lends itself to a certain style of play that is appealing to me (i.e. simpler, faster, rules-light, archetypal/”mythic”). I truly believe that system influences style of play.

Actually, there’s one other big thought on my mind, as you can probably tell from all my references to C&C above: I still prefer C&C for my number-one go-to game. I love that system and its combination of AD&D and d20 D&D concepts. It’s the rules set that makes me want to do the least amount of house ruling. To me, at this point in my life, I find that “limited need for house ruling” is a big factor for me when it comes to a game system. This is mostly due, I think, to my limited free time for gaming. I would prefer to spend my time prepping for game time and actual play rather than rules tinkering. And less house rules means that players can depend mostly on published rules and not have to worry about tons of house rules that I might foist upon them.

While I was reading Labyrinth Lord, I found myself doing a lot of house ruling in my head. There were a lot of tweaks I found myself wanting to make. And in considering the changes, they were mostly efforts on my part to put C&C functionality into Classic D&D. Such as thinking about how to do attribute checks in Classic D&D in a manner that was satisfying to me.

I KNOW that this is a big heresy when it comes to Classic D&D play. I know there’s a rabid contingent of people, many many people out there, who would balk at my attribute check fixation. Trust me, I do so myself. In our C&C games, I try to minimize attribute checks when possible, resorting to asking my players to roleplay out the actions they want to accomplish as much as possible. Even if they are asked to make an attribute check, I still ask them to roleplay things out (and depending on how convincing they are, I will often give them bonuses to the associated rolls).

And come to think of it, instead of resorting to Classic D&D rules to get the Classic D&D “style” of gameplay (archetypal), I could very well just run C&C but restrict races and classes to what would be close to what is available in Classic D&D.

I am thinking of potentially asking my group if we could sometimes run Classic D&D one-shot sessions. Just so I can get a fix. One other aspect of Classic D&D that I like, funnily enough, is how deadly it can be. I would like to run a game that is more deadly and less about epic adventure. Again, this is just my own perception of game systems, but I find that AD&D/C&C (at least for me) lend themselves to more epic adventure style of play, where characters are more hardy at lower levels and therefore have a much greater chance of living to reach high levels and forging great destinies.

Anyway, there you have it, folks. For good or ill. Please give me your thoughts. I guess I’m on to read Moldvay Expert, and then on to Labyrinth Lord (for a more through read than I’ve ever given it).

Thursday, September 1, 2011

Readin' Up on Basic/Classic/Just Plain D&D

I was recently chastized for referring to Moldvay and Mentzer's sets as OD&D, and perhaps rightly so. Mea culpa. Again, I never actually played OD&D or Moldvay/Mentzer in my gaming career. I started out with AD&D from the get-go. I may have collected things such as the Rules Cyclopedia and the Big Black Box, but never played those versions.

[Just as an aside, I would personally like to call Moldvay / Mentzer's versions D&D, rather than Basic or Classic D&D. Basic doesn't seem to fit to me, since Moldvay had an Expert set, and Mentzer had the Expert / Companion / Master / Immortal sets to follow up his Basic. I would prefer to call the iterations Original D&D, D&D, and AD&D...but I suppose that might not be clear enough. Ah heck, I guess I'll stick to Classic D&D, then.]

It's only now that I'm dabbling in Original and Classic D&D. I purchased Lamentations of the Flame Princess as well as Labyrinth Lord and Swords & Wizardry. As stated above, I have a copy of the Rules Cyclopedia at home, and even managed to snag some PDFs of the books in Moldvay and Mentzer's sets. So now I have piles of original versions as well as clones...and I need to start studying up!

I know in the past I declared Mentzer's version of Classic D&D to be my go-to once I was ready to run some plain-old D&D, either using the RC or the books from the sets. Well, now I'm not so sure.

So, I've decided to start really reading up on the old Classic material. I'm picking a starting point as of now, and that is Moldvay/Cook/Marsh B/X. I'm not really sure where I will go from there. Any advice would be very welcome!

And BTW, where's Holmes fit in with all this? I frankly have no real interest in considering Holmes. I've glanced at his version, and seemed like just a jumble.

Anyway, I'm off to start studying. If I have time, I'll post some impressions. Wish me luck on my journey of discovery...

EDIT: I suppose I should have included a status update of where my head is at currently with regard to "preferred" editions, eh? At this point, Labyrinth Lord seems to have risen above the rest of the pack, both original editions and clones, in my estimation. But I would like to read Moldvay to see how things were originally published. Mentzer and the RC call out to me, perhaps just from nostalgia. But from my prior superficial scans of the contents of LL, the Mentzer-era stuff doesn't seem as "shiny" anymore...at least at the moment.

As for Swords & Wizardry, it's sort of slipping further down on the rungs of my affection. I like some aspects of it, but these aspects (spells, some class options) may be things that I steal for use with a game founded on LL. And I have no interest in gaining access to the original books that S&W is based upon. Is that heresy?

When it comes to Lamentations of the Flame Princess, it too is probably something from which I will steal ideas. For instance, I may use Raggi's d6-based thief skills instead of percentiles. That would probably be the major borrowing.

See how this can all be quite maddening?! Curse you once again, Gamer ADD!