Showing posts with label basic dnd*. Show all posts
Showing posts with label basic dnd*. Show all posts

Sunday, August 7, 2022

Basic D&D with Teenagers

Years ago, I tried to get my kids into D&D. I think any gamer parent worth their salt wants to make some attempt to pass on the love of the hobby to their offspring.

But one of the funny things about love is that it can't be truly faked. Sure, you can try, but just as with romance, you can eventually tell when someone isn't reciprocating the love of roleplaying.

I wasn't too heartbroken when it came to my kids being disinterested in tabletop roleplaying. The hobby is still fun for me personally, and different strokes for different folks, right? 

Years passed, and along came Stranger Things, with its 80's nostalgia (even for those who were born long after that decade ended). The show has helped to buoy D&D into the popular consciousness as a viable pastime rather than just a joke. And lo and behold, my kids came to me of their own volition and excitedly asked me if I would run some D&D for them! Well, of course I obliged! In addition, there's a neighbor kid who wants in on the fun. 

So my son, daughter, and the neighbor kid have been introduced by your truly to the wonders and horrors and Barrowmaze! I'm using the B/X D&D rules using a mix of products, including the original books, OSE, and Labyrinth Lord products/materials.

My daughter the budding visual artist has been doing character portraits for her own PC as well as for her brother and the neighbor (here's her character, the magic-user Gylbart the Gallant):

So far, the group seems to be having a blast, as am I! I've definitely kept things as accessible and light-hearted as possible. These are teenagers we're talking about, after all. But here and there, things get "real" and they fear for their PC's lives when the monsters swarm and the hit points start dropping! 

I'll be checking in soon with some highlights of our sessions!

Monday, August 13, 2018

Salton Seekers: My Frankensteinian Labyrinth Lord Campaign


Okay, so I'm doing a soft reboot of the Basic D&D campaign I started earlier this year. My group of old friends and I sorta stalled on the roleplaying for a while. But we're all basically back on a more normal adult responsibility schedule, so I'm deciding to kick things off again.

Also, while I love the pure nostalgia factor of using the B/X rules, I have so much stuff for Labyrinth Lord, from the referee screen to game supplements, that it made sense to shift over to using LL. As any OSR follower worth their salt knows, there's enough differences between B/X and LL to necessitate moving from one rule set to the other.

I'm still using the city of Salton I created as the foundation of the campaign. I'm letting players keep characters or create new ones, with all characters moving up to level 2 (based on prior play and XP gained). Just need to transfer characters to LL sheets!

As for the campaign world itself, I was primarily using the Dwimmermount world of Telluria as the basis for the campaign, and using some homebrew stuff tacked on (including Stonehell Dungeon). I've decided to move things over to a world I call "Æarth." I know, clever aren't I?

To pull back the curtain a bit, here's a list of older and new OSR products I'm using so far to cobble together my Frankensteinian campaign:
  • Dolmenwood (from the pages of the Wormskin zine)
  • Barrowmaze
  • Isle of the Unknown
  • Frostbitten and Mutilated
  • Blackmarsh (and possibly the larger Points of Light campaign setting)
  • Stonehell Dungeon
  • Maybe Dwimmermount again, if the characters head far enough south...
Okay, that's all for now! I'll be posting some session recaps as we go along! Happy gaming, y'all!

Friday, February 9, 2018

Tales of Telluria Session 1: The Adventures Begin!

Identities hidden to protect the not-so-innocent...

So, here's the scenario: we got the old gaming band back together. These guys are good friends I've known since my youth, and include gentlemen that were around in the early days of my gaming career.

We decided at last that it was a crime we haven't roleplayed together in ages. This had to be remedied ASAP. So, we set a date and got together. Me? Well, I got into my traditional role as DM. 

Yeah, I said DM, not GM. Because we're playing D&D, baby! Moldvay/Marsh/Cook Basic/Expert D&D, to be precise! Yeah boy! It was beyond awesome to have the old crew around the table again! It's been far too long, criminally so! 

But all regrets aside, here's what I'm doing with the old crew: I'm running an episodic campaign. Whoever can jump in during the sessions, that's who's there. Players/characters can pop in and out on the fly. If a guy can't make a session, his character gets "separated from the group," whatever. The excuse doesn't matter. 

I printed out 70 pregenerated characters before the session (generated from this excellent site). Ten characters of each class. The guys decided to pick characters at random. Here's who they got:
  • Derek is Devalla of the Mountains, second level female magic-user
  • Dan is Eam the Spiritual, second level male halfling
  • Pat is Nufar the Searcher, second level female cleric
  • Jim is Cope, second level female fighter
The campaign is set on the world of Telluria, the setting for the Dwimmermount megadungeon. The campaign has started out in the town of Salton. A day's ride west is none other than Stonehell dungeon.

Oh yeah, I'm throwing it all into the pot, folks!

ANYway, three ladies and a halfling walk into a tavern after checking in at the adventurer's guild. The tavern is The Wanton Cockatrice, and the crew is there for a good time.

Cope the fighter puts her high Charisma to immediate work, looking to fleece some poor sucker out of some gold. She puts the moves on Finz the veteran fighter (an NPC), who she convinces to buy drinks for everyone in the place. 

Eam the halfling earns some gold plucking on his mandolin, while Nufar and Devalla drink up (Devalla does so in a disgruntled manner, because she is generally disgruntled... by the way, she's a magic user with 18 Strength, 18 Intelligence, and 18 Dexterity... what can I say, that's how the character generator created her...)

Well, suffice to say the usual roleplaying tavern shenanigans ensued, interrupted by sudden iridescent flashes of light and rumblings from outside. The party scrambled outside to see flashes of rainbow-colored lighting emanating from the red crystal dome of a wizard's tower across the river to the north. The place has been the dwelling of a powerful magic user who has hermited himself there for years. 

As the artificial lighting struck the surface of the river, a great bubbling arose from the depths. Then, pale, grotesque humanoid fish creatures pulled themselves from the water onto the docks.

The group sprang into action, entering into combat with the monstrous, disgusting things! Once the creatures were dispatched, the proprietor of the Wanton Cockatrice, a beefy fellow named Dirk, told the group that the wizard in the tower, the former adviser of Salton's Lord Brereton, had holed himself up in the tower years ago. During that time, events such as this would plague the town. The party resolved to get some sleep and investigate the tower in the morning. 

Ah, but in the middle of the night, there were more screams of terror! The party awoke to see dark, hulking forms running through the streets outside the Wanton Cockatrice. Whatever the creatures were, they had broken into homes and murdered local citizens before disappearing.

The group suited up and headed out, and spoke with some members of the town guard, who led the party to a collapsed well in a nearby public square. The well had caved in not long after the shockwaves emanated out from the wizard's tower. The party, worth their adventuring salt, decided to head down to investigate. The town watch lowered them into the collapsed well. 

The group found themselves in a winding passage, lined with burial niches. Perhaps they had stumbled upon an ancient Thulian Empire burial chamber? They lit up torches and lanterns and headed forward into the dark...

They eventually came to a larger chamber with several columns carved with bas-reliefs depicting scenes of conquest. None of them being Thulian scholars, they weren't sure if the carvings were from that empire, but the supposition was likely, given the fact that Salton is located at what would have been the eastern frontier of that old kingdom. 

There were eight niches in the walls of this chamber, filled with bodies wrapped in ancient linens, and adorned with ceremonial costume jewelry. These were more elaborate burials than those found in the niches in the passageway they had just left, though the fake jewelry spoke of pretended nobility. 

The group decided to cut open one of the "mummies" to see if there was greater wealth inside. The action of slicing open the wrappings exposed the group to a noxious, powdery substance. Saving throws were rolled, and a few of the group failed. Those who didn't make their saves began to cough up blood!

Then, the desiccated corpses in the wrappings began to stir, and ripped free! The cleric turned a few of the undead abominations, and the remaining things were defeated with a combination of weapons and magic!

We decided to stop there, after a long night of gaming and drinking! Overall, the group felt good to be back at the table! I, for one, felt great! After years of gaming with "strangers" who became friends, it was wonderful to be roleplaying with my original crew!

Session two of the campaign will happen next month! Can't wait!

P.P.S. One complaint I have is regarding the Labyrinth Lord screen I was using during the session. Now, I know there's some minor differences/modifications from B/X, but that's not my problem. Here's my gripe: I really wish DM screens had reminders of rolls for demihuman detection skills (hidden doors, etc.) and other abilities like what you have to roll to open doors, etc. But maybe that's just me. It makes me miss the unified SIEGE Engine mechanic of Castles & Crusades.

Saturday, February 3, 2018

Friday, February 2, 2018

End-of-Week Willingham (2/2/2018): Dragon Slaying in Living Color!


Love this Willingham illo! Of course, the one at the front of the Moldvay Basic book is black and white, but with some color added it becomes even more epic, no? 

Incidentally, the image in my old, much-used copy of the Moldvay Basic book was colored in at some point by a prior owner. That is so cool, isn't it? I mean, someone else at some time in the past, perhaps back in the early 80's when the book was "hot off the presses," was so enamored of this image that they felt compelled to bring it to colorful life! Here's a shot of it:


I love D&D, folks!

Friday, January 19, 2018

End-of-Week Willingham (1/19/18): Adventurers on the Job!


I love this illo, from the first page of the Expert set that puts the X in B/X! There's some doughty adventurers as seen from the perspective of some dungeon creature or other! Those hardy folks don't look worried at all! As a matter of fact, they look eager to take out their opponent! I love it!

Friday, January 12, 2018

End-of-Week Dee (1/12/18): Well...


Continuing on with my current obsession with Moldvay Basic D&D, I've featured an illo from Jeff Dee this week. You've seen his art in both basic and advanced D&D tomes, no doubt. Keep watching this blog, kids. I'm planning some interesting things. Well, I think they're interesting. It remains to be seen if YOU think they're interesting. Stay tuned...

Friday, January 5, 2018

End-of-Week Willingham (1/5/18): Drow Warrior


If you're a fan of the Moldvay/Marsh Basic/Expert era of D&D, you're familiar with the art of Bill Willingham. I have to confess that I've recently delved back into B/X...indeed, thoughts and plans are swirling around in the old noggin with regard to that particular set of rules...

More information to come...in the meantime, enjoy a Mr. Willingham's drow warrior!

Friday, September 1, 2017

End-of-Week Wendy [Pini] (9/1/17): Elfquest for Classic D&D?


Welcome, September! Welcome, 'Ber months! My favorite time of year! 

And with your cooler winds comes the autumnal madness I feel every year. Forget the fact that the equinox isn't technically until the 22nd. I don't care for technicalities. 

Yes, the madness settles in...so what better way to give in to that madness than to publicly declare my desire to house rule classic/basic D&D into an Elfquest heartbreaker

What's that you say, little elfin voices in my head? That's a great idea I have?! Thank you for your validation! 

Seriously though, I know what the reader may be asking: "Anthony, you never created the Planet of the Ape heartbreaker you raved about over two years ago."

Don't bother me with details! I'll get to that one eventually, I'm sure...

"Ah, Anthony," you chortle, "you go with your bad Quixotic self! Let me get some popcorn, because whether or not you crash and burn on this latest windmill tilt, I want to watch!"

ANYway, THIS time I'm for real! This time, I declare that I will follow through with this latest lunacy. So what that I'm busier than ever? So what that my blog has lain almost fallow for the last year or so, with only Elmore art posts to share with the world??

SO WHAT?!?! I will make this project come to life! I swear it to the Saints Gygax and Arneson!

Welcome to unofficial Fall, folks. It's going to be interesting, at the very least. Keep an eye on this space, people. Stay tuned, there's more madness to come...

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...

Thursday, February 12, 2015

Time to Give My Kids a DAGGER!


Yes indeed, I've decided it's time again. Time to once again attempt some roleplaying with my kids, that is! In the past I've run them through some short home-made scenarios using the Basic D&D rules, but they were a year younger than they are now when I made those attempts. Now they're both over the age of five, and I think they will be better able to grasp the basic concepts.
 
Helping us this time around will be Dagger for Kids, the neat little booklet of truncated Basic D&D rules from Brave Halfling Publishing. I think there might still be too much going on for them in the way of rules when it comes to the Basic rules, so I'm going to use Dagger in conjunction with either the actual Basic books or something like Swords & Wizardry/Labyrinth Lord.

Getting my kids into roleplaying is going to be awesome, for a number of reasons:
  • I get to be a DM again, in a more low-pressure environment/situation (and I can fit these games into my busy schedule on the fly, because my players live with me! No FLGS needed, we can just set up at the kitchen table and GO!).
  • I get to share the hobby I love with my kids
  • They benefit from time away from video games (which seem to be taking up more and more of their attention these days)
  • They benefit from all the personal development goodness that roleplaying is basically proven to offer.
  • I get to spend some quality imaginative and creative time with my kids, creating epic stories with them and bonding over shared adventure!
So, I'll be reporting back on our adventures soon. I hope to get our first game of 2015 going tomorrow night! Can't wait!

Monday, December 22, 2014

The Flame Princess Cometh Again!


Way back in August 2010 I obtained a copy of the Deluxe Edition box set of Lamentations of the Flame Princess. I loved that little box, the first version of the game to hit the streets, and all its contents.
 
But, it was a tumultuous time for me that year, with some significant financial hits thanks to the suffering economy. So, later that year I had to offer up the LotFP box set, among other RPG books, for sale. I wound up holding onto the box until early 2012, around which time I traded it in to Noble Knight Games and used the credit to get material for other game systems.
 
I look back with some regret when it comes to giving away the LotFP box set. However, I realized there is a solution to soothe that regret, in the form of the LotFP Rules & Magic hardcover! I just ordered that puppy and it is on its way to my hot little hands! Can't wait to see how the LotFP rules now stand. I know they haven't changed significantly since I had the Deluxe set, but I'm curious to see how the layout and artwork has been improved.
 
In all, I'm looking forward to a glorious reunion with the Flame Princess!
 
Now, Mr. Raggi, when will that Referee book come out in hardcover?!
 

Tuesday, January 28, 2014

Question: how early have you introduced kids to roleplaying?


Hello all. So, the question of the day is: how early have you introduced kids to roleplaying? I ask because I've started talking more and more to my kids, ages five and seven, about the hobby. They've been asking about it more as they've gotten older: "Dad, what do you do when you go to 'game night'? What game are you playing?"
 
So, I've been considering an attempt to sit down with them with one of the Basic D&D sets, probably Mentzer's Red Box rules. I've thought about trying to explain the game to them, help them create some characters, and maybe run a short session or two. I'm expecting to do a lot of hand-holding throughout the process, given their ages.
 
I believe the Basic D&D sets are recommended for ages 10 and up. But I think I can at least make an attempt to show them the rudiments of the game. What do you think? If you've tried to roleplay with kids younger than the recommended age for the RPG, please let me know your experiences. Thanks!

Monday, January 6, 2014

Basic D&D and Greyhawk, anyone?

 
OK all you Greyhawk fanatics out there. Is it blasphemous for me to say that I'm thinking about using Basic D&D to run a Greyhawk campaign? Should Greyhawk, in your minds, only be run using Advanced D&D? I mean, I know that the most famous D&D modules set on Oerth were for AD&D, right? But weren't at least some of the Basic D&D modules placed originally in Greyhawk (or retconned to be so)? 
 
Keep in mind I'm a poor D&D history scholar when it comes to this stuff. That's due in part to laziness and also because of limited time that I'd rather use for other activities. So, therefore, I'm putting it out to the organic computing hive mind that is the blogosphere!
 
Anyway, no matter what you all have to say out there, I personally am thinking that Greyhawk could be just fine as a setting for some Basic D&D action. I suppose one could argue that any setting could be a Basic D&D setting...but for some reason, considering the use of, say, Forgotten Realms with Basic D&D seems, well, not so good! I guess that's just me.
 
In the recent past, I used Greyhawk as a setting for some sessions of a Castles & Crusades campaign I dubbed "Altered Oerth." The "altered" part came in the form of some changes to the setting, such as a trimming down of the pantheon of gods, and other modifications. That campaign, like others I had going, is on an indefinite break, of course. Ultimately, I found Greyhawk to have a lot of potential, even though I've always had more of a liking for Forgotten Realms over the years.
 
So, I'm looking forward to your thoughts, if you care to share!
 
A HUGE CAVEAT related to all of the above: I'm still forging ahead with my gaming hiatus in 2014/the foreseeable future, so these "plans" I have for another campaign are sooooo so very theoretical. I just can't stop my mind from running over scenarios for roleplaying. It's the ongoing addiction, people. I'm sure you can relate.

Friday, June 14, 2013

End-of-Week Elmore (6/14/13)

"Oh my god! He killed Aleena!" "You bastard!"
 
I think I'm shallow. At least, when it comes to Dungeons & Dragons. Or maybe I'm not.
 
Perhaps I'm just nostalgic. Or maybe I'm not. Or maybe I am, and that's just friggin' fine.
 
You may be wondering what in the world I'm talking about here. Well, I know I've talked on this blog before about a yearning to run some Basic D&D action using the original rule books, specifically the Mentzer version of the game. At the moment, I'm running the Moldvay/Cook/Marsh analogue that is Labyrinth Lord. And while I'm having a good time, there's still something missing.
 
Once again, I'm thinking that I have a nagging, internal insistence that I use the Mentzer-era books I own to run/play Basic D&D. Note: when I talk about my Mentzer books, I'm referring to spiral-bound print-outs of the Basic and Expert books, and my old cherished copy of the Rules Cyclopedia.
 
You know, for a little while I was feeling sorta ashamed to say that my yearning is perhaps born, at least in part, from nostalgia. We all know that the n-word is indeed a dirty word to some members of the OSR community. But you know what? I don't give a damn. Who the hell am I trying to impress? I'm not trying to win a popularity contest here. I'm trying to play some f-ing Dungeons & Dragons (and who plays D&D to be popular, anyway)?
 
Why do I want to use the original rules, Mentzer in particular? Here's why:
  • I want to see Elmore's art while I'm flipping through the books (unless I'm using my copy of the Rules Cyclopedia, which means I'll be seeing Terry Dykstra's art, which is also just fine by me). His art is closely tied to my gaming origins, and I get a deep-seated, positive visceral feeling when I see his work. Nostalgia, perhaps, but I don't really care.
  • I want to read the game in Mentzer's vernacular, and experience the "archaic" layout (and damn the vaunted streamlined organization of retroclones!). Nostalgia, perhaps, but I don't really care.
  • I have the old books (or printed PDF versions, at least) and want to use them.

Ok, so there, alright? Screw it, I want to use the old books and it's probably from some sort of nostalgia as well as a bit of practicality, since I want to use what I own.

The only real reason I'm not running a game with the old books right now is the fact that I'm running games at my FLGS, and the proprietors want people to run games that are in print (and therefore can be purchased from the store). I respect this requirement entirely, but it doesn't mitigate my desire!

I want the "gravitas" and the "warm and fuzzies" that come from playing Classic Dungeons & Dragons with the actual books from days of yore! And I don't care who knows!

Monday, February 25, 2013

Labyrinth Lord/Basic D&D House Rules (2/25/2013)

Ok, since one of my possibilities for my next campaign is another attempt at running Labyrinth Lord, here are my updated LL house rules (compatible with all versions of Basic D&D). The only portion I'm feeling a bit leery about these days is Combat. I'm feeling like I should heavily simplify/do away with Combat Maneuvers and everything below it. I'm just not sure if I want all those levels of granularity, but rather keep things as abstract as possible, in the pure tradition of D&D combat.
Anyway, here they are (please let me know what you think...feedback is welcome): 
GENERAL:
Hit Points: max at first level.

Attribute Checks: (as needed) roll d20 under attribute score; bonuses/penalties can come from DM for perceived difficulty, difference in levels/HD and/or attributes between character and opponent, etc.

Bonus spells slots for high INT or WIS: see LL Advanced Edition Companion chart for clerics.

Zero HP: at 0 HP or less, save vs. death. Success means 1 hp and unconscious. Failure means...well, death.
Shields and Saves: at GM discretion, shields may give +1 bonus to saving throws such as breath weapons.

COMBAT:
Two-Weapon Fighting: gives +1 to hit.
Natural 1 and Natural 20: a natural 1 is always a miss and a “fumble,” the effects of which are up to the GM. Natural 20 is an automatic hit. GM may also allow for some“fantastic effect.”
Hold Action: during combat, a player can hold their action for use later in the round. However, held actions not used in a round are lost at the end of the round.
Combat Maneuvers: from ACK System (most are -4 to attack roll, opponent save vs. paralysis). These can include disarming, wrestling, etc.
Firing into Melee: on a roll of 1-3, a character hits a friendly. Roll another to-hit to see if the friendly takes damage. Chance to hit friendlies is eliminated if a player takes time to aim. Aiming and firing in the same round confers a to-hit penalty of -2. Aiming and waiting until the next round eliminates penalty.
Called Shot: performed at a -8 penalty, but a hit usually means automatic critical (double damage). Taking rounds to aim lowers penalty by 1 for each round taken.
Offensive Focus (declared at beginning of round): +2 to hit, +2 AC for round
Fighting Defensively (declare at beginning of round): -2 to hit, -2 AC for round
Full Defense (declare at beginning of round): no attack, -4 AC for round

MAGIC USERS:
Counterspell: a magic user can counter another magic user’s spell by casting a spell of the same level. An INT check is made to determine if MU can identify opponent’s spell. The countering is an automatic success, with both spells cancelling each other out.
Retaining Spells:  When casting a spell, player must roll equal to or less than INT minus level of spell. Success means spell is not used up. Failure means spell is lost until PC rests and recovers spells per RAW.

CLERICS:
Retaining Spells: When casting a spell, player must roll equal to or less than WIS minus level of spell. Success means spell is not used up. Failure means spell is lost until PC rests and recovers spells per RAW.

ELVES:
Immune to all undead attacks and also hear noise on roll of 1-2 on d6
Retaining Spells: When casting a spell, player must roll equal to or less than INT minus level of spell. Success means spell is not used up. Failure means spell is lost until PC rests and recovers spells per RAW.

HALFLINGS:
Fey Luck: Three times per session, a Halfling can choose to make any of their rolls (or the roll of another player) an automatic success.
Hide on roll of 1-5 on d6

DWARVES:
Can harm creatures that can only be harmed by magic (even with bare hands).

Can also tell direction underground on roll of 1-2 on d6.

FIGHTERS:
Automatic hit and double damage on natural 20.

Cleave: can attack another opponent immediately after killing/incapacitating an opponent (from ACKS).

THIEVES:
All thief skills progress as Hear Noise (all use d6). After 15th level, roll 2d6 and only fail on double six.
Read Language: Level 1=20%, 2=40%, 3=60%, 4=80%
Use Scroll: 10% at level 2, and +10% per level until 10th level (90%)


Friday, November 23, 2012

Thanksgiving Holiday RPG Musings

As I’m sure most of us do, I’m thinking deeply about my life during the Thanksgiving holiday. In particular, I’m thinking about my relationship with RPGs. Perhaps my mind is dwelling on this subject because for several weeks now I have not been able to meet with my usual RPG group. So it may be that I’m suffering from withdrawal, and this is making me pine for all things roleplaying. So, here’s what’s on my mind:
 
I believe that I am prone to fits of RPG assumptions. I think since I returned to table-top RPGs in July 2010, I’ve been focusing on retroclones and other modern recreations of out-of-print versions of Dungeons & Dragons, rather than a re-exploration of the actual Dungeons & Dragons games.
I’ve been assuming that retroclones are the direction I MUST go with regard to my return to gaming. I’ve also been assuming, perhaps in a mostly unconscious way, that retroclones are “superior” to the original D&D versions. This applies in particular to Castles & Crusades, which I’ve allowed myself to believe is “better” than Advanced D&D.
 
I think I’m moving away from this superiority belief and moving toward deeper and deeper desire to engage in an in-depth study of the Basic/Advanced D&D editions. I’ve been assuming that I know those systems already. I’ve overestimated my understanding of those original rules. I may know the general concepts pretty well, but my knowledge of the finer aspects of D&D is sorely lacking.
I now think my focus on retroclones has been purely a matter of expediency. They are what’s in print and readily available, and they are often more streamlined that the original versions. This, as I’ve mentioned on this blog before, is no doubt due to my current life as a busy adult. When it comes to C&C, there’s also the fact that it makes some changes I like to the Advanced D&D classes, as well as a unified modern mechanic.
 
Of late, I’ve had a growing urge to study, of all things, Second Edition D&D. In the epilogue to my gamer testimonial, I professed a disdain for that edition. I have to say that this supposed disdain is probably based on a tendency to turn away from a pastime after inundating myself with said pastime. This is especially true when it comes to me and RPGs. I think I just immerse myself so deeply in an activity that I burn myself out.
But this rejection of 2nd Edition AD&D also comes from my weakness for novelty and perhaps a bit of attention deficit disorder. I’m not just talking about Gamer ADD, but just generalized ADD. I think my retroclone focus was based on a tendency I’ve always had to cling to a “newer is better” mentality/habit. I go through phases in life where I cannot focus well on things. But I also labored long under a tendency to assume that prior versions of D&D, or indeed D&D itself, is somehow “childish.” From reading other blogs, I don’t think I’m alone in this. There was a time when I left D&D behind and moved on to RPGs that I thought were more “adult,” such as Amber Diceless RPG and the White Wolf Storyteller games.
 
I know I’ve been rambling here, but this post is probably more for me to talk things out to myself rather than be a coherent read for others. However I would love to hear feedback from readers. To sum up: I’m going to stop assuming I have a deep understanding of the Basic and Advanced versions of D&D, and actually read up on them. I know I have limited time to do so, but I’m going to make the commitment. I’m also going to rethink my prejudice toward 2nd Edition AD&D and give that system another chance. It is, after all, the version of D&D I played the most besides 1st Edition AD&D.
Wish me luck as I delve into the depths of my RPG motivations!

Friday, October 19, 2012

So What's With the Basic D&D Classes?


OK, I've found some time to blog today, the eve of my birthday! Seems appropriate that I should have this little bit of luxury today, eh? Anyway, some thoughts occurred to me last night and I wanted to put this out there for the gaming blogosphere think tank, to get some comments back (I hope). I'm looking for people more steeped in D&D's creation lore than I am.

So, it seems the common wisdom regarding the Classic/Basic D&D classes is that there was no attempt to give them balance. Is this something that was confirmed by Gygax/Arneson? This whole thing seems counter-intuitive to me. It appears that, when looking at the classes, a party should really have a mix of classes, including the demi-humans. I mean, sure, you have the human classes that all serve distinct purposes. But I have to think that the demi-humans were in there for a reason other than to give people more fantasical character choices.

The inclusion of demi-humans, to me, takes away from the argument that Gygax wanted a human-centric game. I'm not as familiar with all the ins-and-outs of the demi-human classes, but I think they generally have better saves (especially the halfling), right? And the elves are the ur-version of the fighter-magic user combination in the D&D system, correct? Sort of the first occurance of dual-classing in the game, right? And sure there's the ability to see in the dark, being better at finding hidden doors, etc.

I guess what I'm saying is that I think the game's creators wanted players to see ALL the Basic classes as viable options, and therefore all the classes can play integral roles in a party. Some blog posts I've read over the last couple of years seem to poo-poo the demi-human classes as being bastardized versions of the human classes (with the exception of the cleric, which doesn't have a demi-human counterpart) that were shoehorned in so that the game would have more "fantasy" to it. I find it hard to believe that Gygax/Arneson would put the demi-human options into the game if they weren't intended to be of equal value during play. I think seeing the non-human classes as being second fiddle to the human classes is wrong-headed.

Now, I could be totally wrong. Maybe there's a Gygax interview out there where he explicitly states that the demi-humans were sort of bolted onto the game at first (in OD&D/the LBBs?) and then became solidified as the system was edited/revised.

So, there's my bit of rambling for the day. Sometimes I shock myself with how little I know about D&D lore. Any insight is appreciated. If there's a good blog post that someone's already written about this, please let me know. Don't want you all to have to reinvent the wheel to answer my questions.

Wednesday, October 3, 2012

The System Mastery Grail


I want to "master" a system. A roleplaying system, to be precise.

I read a certain post over at The RPG Corner a while back, and it's been on my mind ever since.

What do I personally mean when I talk about mastering a system? For me, the ultimate type of system mastery would be memorization of nearly all the core rules of a system. I have a strong desire to be an "encyclopedia" of a system, or should I say a living "core rulebook."

Now, this isn't because my ideal game system would have a rule for every situation, or that I think all players and GMs should strive to memorize a system. Memorization is NOT a prerequisite for good roleplaying. This is just a particular quirk of mine, I suppose. I have always been most comfortable at the table-top when I could rattle off rules without having to refer to a book or a referee screen.

Right now, I feel like I have a different, "lesser" type of system mastery when it comes to Castles & Crusades. I may not have every character class ability or racial ability memorized, for example, but I have a solid grasp of the core mechanics for ability checks, saving throws, combat, and the like. And this, to me, is perfectly fine and is more than enough for me to run a good game.

BUT I would REALLY love it if I could muster up the time and brain power these days in order to memorize character class abilities, racial abilities, poison creation rules, etc.

I am currently not what I would consider a "living core rulebook" for any system. Perhaps in my teenage years I was a near-master of AD&D or the Palladium RPG system. But this is just not possible for me at this point in my life, at least not when it comes to games like Castles & Crusades.

But of course, in typical "me" style, that darn system mastery urge won't go away.

So I've been looking at Basic D&D (B/X to be precise) as my most likely candidate for system mastery. I think the rules are short enough for me to have a good shot at memorizing most of them. And more importantly, it's D&D and I've got years of using that system under my belt.

But it seems that system mastery may come at a price: most likely, mastering a system takes all of one's mental and temporal gaming resources (or at least, this will be the case for ME). So forget about becoming similarly erudite in any other system. Unless you have unlimited free time (that's not me), have an eidetic memory (my memory is still pretty good, but not photographic by a long shot), or some combination of the two.

Now, combine all this with my sometime-desire to run games in genres other than fantasy, such as cyberpunk, post-apocalypse, Cthulhu mythos, etc. This makes me think it would behoove me to master a more "universal" game system that lends itself more readily to different genres of play. Yes, yes, you can of course remove the fantasy from the D&D engine if you tried, but that's just more work for which I don't have time.

The only universal game system with which I have current experience is Savage Worlds. I suppose the Palladium system is universal, but I've got a "been there, done that" relationship with Palladium from my teen years and I really have no interest in picking it back up. I've never played GURPS, but I've dabbled in the rule books and was never really drawn to it.

So would the solution for me be to dedicate myself to mastering a simple-enough universal system, so when I get the genre "switch itch" I wouldn't have to change game systems as well? That is appealing, not having to learn a new system all the time, as well as not having to ask players to learn new systems.

Anyway, here are some questions for you:

1. What would you define as system mastery?

2. How important is system mastery to you?

3. Is there a system (or systems) that you can confidently say you have mastered, or that you would like to master?

A final thought: all of this makes me wonder if the system mastery desire is part of the reason many OSR gamers, especially GMs, seek to create their own versions of the old D&D systems. A system that you tweak yourself may, by extension, become one that you know very well.

Anyway, I look forward to hearing from you all out there!