Showing posts with label Introduction. Show all posts
Showing posts with label Introduction. Show all posts

Friday, April 17, 2020

Kicking Off the Campaign

Welp, yesterday's session kicked off quite well.  Using Zoom for video conferencing worked just fine, since we only needed to connect to one household: just put the laptop at the end of the table where they could see us and we could see them.

Max (age 13) and Sonia (age 10) were very excited to play. We discussed their prior experiences, explained some of the differences with the OD&D game, explained the premise of play and themes, and they're on-board with all of it. Turns out they don't have all that much experience with Dungeons & Dragons after all. Max has played five or six game sessions with a friend and his friend's Dungeon Master. Sonia has run in two or three sessions DM'd by Max. He has purchased the 5E books and has been trying to digest them, but mainly he just sits down at the table and "rolls what the DM tells me to roll."

He also has a "really old" edition of D&D that his uncle gave him: the Frank Mentzer basic set. He noted there were many similarities between that game and the booklet I'd given him. Smart lad.

Unfortunately, while the kids had read the (edited) copy of Men & Magic we left under their doormat, they hadn't made characters for the game session, which proved a minor source of frustration for my kids, who had each come prepared with multiple PCs. So we took a little time to roll up a new fighter for Max and quickly converted Sonia's existing 3rd level cleric to OD&D ("conversion" in this case simply asking her to re-roll her hit points based on the system and making sure she had the spell list for her level...oh, yeah, and taking away her short bow).

So armed, the four brave adventurers set forth into my new campaign world which I call Red Earth (for multiple reasons). The party included the aforementioned fighter and cleric, plus Diego's dwarven fighter and Sofia's elf, Count Dracula, who had decided to adventure as a magic-user this session.  Hired for a "rescue mission," the PCs were quickly TPK'd without ever setting foot inside the adventure site.

Welcome to Old School kids.

[for the curious: the person they'd been hired to rescue was believed to have been taken into a new religious cult that had recently sprung up. The cultist's stronghold was a small square tower (30' on a side, three stories tall). located in an area of scrub and trees that had been cleared for about 40 yards in all directions. The doors to the temple stood open day and night, with two acolyte "guards" stationed at the doors 24/7 to greet new worshipers...they're trying to build up their cult as fast as possible. The players decided to try to snipe the guards from a distance, but only had one archer (Max) who missed his shot...the acolytes quickly retreated into the tower and closed the door. The party then advanced on the tower and attempted to set fire to the door by pouring oil all over it. The cultists...mostly unarmored and wielding knives and cudgels...pulled open the door and sallied forth, led by the acolytes and an adept. The magic-user was felled by the first blow, Max was killed before he could load an arrow or draw a weapon, the dwarf (who had been trying to set the fire) was wounded and turned to run, and Sonia's cleric was grappled by four or five cultists while still looking for a spell that might save her. As the dwarf was wearing chain mail and armed to the teeth, the cultists quickly caught up to him, so he turned to fight...he inflicted 1 point of damage (the only hit the party got during the session) before being killed). I ruled the helpless cleric would have been taken into the temple to be sacrificed]

Despite the fiasco, the players had a good time (though Diego was annoyed...more on that later) and all wanted to keep playing, but I decided to shut down the session for the day, after about 90-100 minutes of play. Despite having more "time on the clock," as far as what we'd scheduled, I felt the new players had been given a LOT of information to process: they'd just experienced character creation, been introduced to the setting, had a taste of combat and spell-casting, and received a sampling of "old school" sensibilities. It would have taken another 30-40 minutes (probably) to get through another round of character creation, and then we would have been up against things as far as time to play...best to cut the game short allow and give 'em thoughts to chew over.

As I wrote, my son was irritated: partly because he'd really liked his new character, "Hairy" the dwarf, but mainly because he wanted to play more. He did not like shutting down the session early and he was unhappy with the direction the game had gone (Sofia had fun but she said the dying was the part she liked least)...but after discussing what had went wrong for the party, he saw in retrospect that their frontal assault was probably not the best way to go about their mission. Compared to Max and Sonia, my kids are veteran D&D players by this point (seven sessions in Zenopus, a couple in Tomb of Horrors, and at least one in Borderlands...and, of course, they've both been trying their hands at DMing, my daughter especially). They have a lot more knowledge of the game...including its pacing and procedures...and so it's up to them (Diego especially) to step up and lead a bit more.

As for me, I had a few things to chew over myself: back when I first decided to go the OD&D route, I wrote up a number of house rules that I've been implementing ever since (I even added these into my edits of M&M). After running several sessions, I've see these are mostly useless, pointless, or ridiculous. I've found Gygax's own "house rules" for OD&D are mostly sufficient. Here's what I'm currently running:

  • All weapons do 1d6 damage except daggers (d4) and two-handed weapons (d8). Fighters add +1 to damage for Strength over 14. Lack of proficiency reduces damage die type.
  • No magic-user spells greater than 6th or cleric spells greater than 5th at this point. Added the 1st and 2nd level MU spells from Greyhawk to the spell list...that's it. Added the cleric spells from Greyhawk as well (to take the number up to six in each spell category). Spell-casters still get +1 first level spell for high prime requisites.
  • High constitution just adds +1 hit point per hit die. Fighters roll D8s, magic-users roll D4s, clerics roll D6s.
  • No weapon versus armor adjustments.
  • Only classes allowed are fighters, magic-users, and clerics. Lawful fighters with a 17 charisma can opt for paladin status (as per Greyhawk) with all restrictions. Half-elves have been added to the list of races and function as per Greyhawk (including the ability to progress as a cleric with sufficient wisdom). Thieves (and assassins) exist in the campaign, but are not yet available as player characters.

All right, that's about all I have time to write. Our next game session is scheduled for Monday at 3pm.

Tuesday, March 10, 2020

Building A Culture...

...one person at a time.

Hasn't got me yet.
Nope, still alive. Just been busy. Panic-stricken citizens, school (and office) closures, soccer games on the other side of mountain ranges, world-hopping spouse, and (of course) the start of Little League baseball season for two kids this year (in addition to on-going basketball and soccer) have all conjoined to steal my time. That and my own propensity for distraction...we'll get to that in a sec.

[I'm also abstaining from both alcohol AND coffee this Lenten season, which has had a bit of an impact on my writing habits]

Still, I have been gaming. Playing Dungeons & Dragons, in fact.  B/X only, for the moment...but it's always best to start slow. My children and wife have been my main players, though we have had at least a couple of my son's friends over and introduced them to the game (a third one...Caroline...is scheduled to come this Friday for a five hour session). All of these individuals are complete (or nearly complete) novices to the entire concept of "role-playing games;" hell, they're novices to most forms of fantasy adventure, outside the realm of Harry Potter (or The Lord of the Rings films, with regard to my wife).

The reactions to the game have been interesting, to say the least, with my spouse's perhaps the most intriguing of all. While she's never been a gamer (in any sense of the term), she does enjoy playing games with her children and their enthusiasm feeds her own. Joining our game in the third session of our Zenopus expedition, she took the initiative to map the dungeon (leading to much more efficient adventuring) and helped curb my son's rather Chaotic (evil) impulses.

And it's been effective...after eight sessions the characters have mostly advanced (except for the elf...she's still 433 x.p. away from 2nd level) and no one has yet died, though I did give one "mulligan" that prevented what would have been the one (and only) character death. To completely ease my conscience I'll confess that event here: the dungeon's ogre-sized spider had pinned my son's 1st level character, despite the party's precautions and lack of surprise; he managed to survive several rounds, stabbing it with a dagger while his compatriots attempted to kill it. In the final round of the combat, the spider beat my son's roll for initiative and would have struck him a death blow (from hit point loss...the kid had already made multiple, successful saves versus poison). Rather than let his heroic efforts end in failure, I allowed the party members to make a separate initiative roll against the spider, which they won, and then they managed to slay the plate-armored beast prior to its fatal attack on the boy.

Frodo should have died, too.
As I said, a mulligan...and I pointed out to the players that there would be no more shenanigans of that kind. I feel a little bad to have deprived my child of the "joy" of his first character death (though I'm confident that particular experience will be coming soon enough)...but at the time, I felt bad about the gross unfairness of the situation. The kid had immediately searched the rafters for giant spiders upon entering the web room, and the creature is just such a horrendous beast for first level characters (Gygax changed the original creature from 1 HD creature to something the size of Shelob). Besides, they've already had blood spilled (three hired mercenaries have been killed by this point)...they have been exposed to the dangers of dungeon crawling.

The party members (minus my wife's thief character) are currently locked up in the Portown jail awaiting execution anyway, so, you know, not a huge deal by any stretch...

Here's the thing, the really interesting thing (from my perspective): despite having NOT read the rulebook (yet), both my kids have already expressed interest in becoming Dungeon Masters. My son drew and annotated a dungeon map, made me roll up a character, and then ran me through his "adventure." Fortunately, I'm a pretty good player so my first level thief managed to avoid certain death on multiple occasions through a combination of deceit and cleverness and made out like a frigging bandit (I'll detail that in a different long-winded braggart post sometime).

My daughter did NOT draw a map, but also insisted on running me through an adventure of her own (while we were on the sidelines of my son's soccer match) that she spun from whole cloth and boy is she gonzo: evil clowns with poisonous claws, one-eyed killer robots, giant radioactive spiders with electrocution powers, and a room full of animal-headed humanoids that gave me a magic "wishing chest" of treasure before calling me a cab to take me out of the dungeon and back to town. Wow. If I wrote up adventures based on her imagination, I could probably make a small fortune in certain OSR circles...

[it's not just MY kids, by the way. One nine year old boy we had over was positively INDIE in his approach to gaming, suggesting all sorts of ideas, un-prompted, to incorporate into the game's narrative structure. Nicholas is one copy of Moldvay away from DMing his own campaign...]

Which is all to say: I have hope. I have hope these days that the type and style of gaming I want and crave and enjoy will not die off with my generation, or be subsumed and co-opted by 5E and the current styles/systems of gaming. I just have to get to people when they're young and raw and have no basis of comparison. Get them excited about the game that I like...at least provide them with a foundation for understanding the damn thing. After that they can pick up whatever monstrosity is the industry's "latest greatest" and make an informed opinion...with real, experiential knowledge in the back of their brains.

Yeah, I'm a pusher. And dammit, this is the hill I'm prepared to stand (and die) on. Well, this and one other...which I'll try to blog about tomorrow. Right now, I've got a couple things to do before I start prep for Friday's game.

Later, gators.

Wednesday, May 15, 2019

From the Ground Up


This post is meant to be a "placeholder" of sorts.

I've been reading, streaming, and thinking a lot these last several days. A lot.

[and here my words just trail off again...jeez, sometimes starting these posts are so hard!]

And just WHAT I've been thinking about, is about the campaign world I want to build. That's the brief of it.

Not just the setting, mind you, though that's part of its elements. I'm talking about the rules, their form and function, as much as anything so worrisome as naming kingdoms and the placing of orc tribes. I'm talking about the purpose of systems, both in what they model and what they represent at the table. I'm talking about deconstructing the game and building it from the ground up...about doing a tear-down of the game engine and seeing how its component parts fit together and why.

And really, the why is more important than the how. It's easy to see how something works, but I'm tired of being altogether lazy about stuff. I want to understand the principles underlying the thing. I want to know why the wheel is round so that I don't have to keep going back to the drawing board and asking, "is there a better shape for this wheel thing?" I've grown somewhat fatigued by that particular exercise.

Over the next few/dozen posts I intend to post my ideas on various design elements here, as this blog has long been a repository for my evolving thought on game design, specifically with regard to Dungeons & Dragons. Probably some of this will be treading old, well-trod ground. Some bits will, no doubt, be counter to things I've written in the past...over time, many of my opinions have changed.  I suspect the end result will still, largely, resemble the B/X game...but maybe not.

Maybe not.

Not trying to be cryptic here, and certainly don't want to sound like I'm embarking on some lofty intellectual journey. Like I said at the top, this is a placeholder...just an introduction to something I'm going to be pursuing, in posts, over the next (who knows how long). Just want folks to know that that's what I'm going to be about for a little while: not about ranting, not about reviewing, not about waxing on about my past or personal stuff. When you see this "Building" label, it's going to be (I hope) something purposeful that may be (some day) incorporated into a larger document.

That's my plan anyway. We'll see how it goes.

Monday, January 14, 2019

Show and Tell

A couple days ago, Timothy Brannan commented on my "Bubble" post. Part of what he wrote included the following:
Moldvay, Holmes and Mentzer Basics were all a product of their times. That is getting people (often read as "kids") to learn how to play. As someone who has been developing college curriculums for 20+ years I can tell you kids and young adults don't go to books to learn how to do something, they want a video or podcast (but mostly a video) and that's where they go first. If I were writing a course on how to learn D&D I'd first look at my video budget. BTW this is not a value judgement on learning, it is a different modality. I used to work with severe Learning Disability students back in the 80s that used similar modalities because they could not process information via text and they did fine this way. I know people that swear by audiobooks too and others that hate them. (I have spent much of my academic and professional career on these exact issues.)
...which I find interesting and worthy of exploration.

My son is young (he turns eight this week), but he already exhibits a lot of his father's love of gaming (duh, of course). He enjoys card games (rummy 500 is his current favorite, but he plays cribbage, poker, and a few others, including Uno, Pokemon, and Magic: the Gathering). He loves Blood Bowl (we had a BB "World Cup" tournament over the summer that was pretty epic). He just acquired Axis & Allies & Zombies for Christmas (it was the top of his Santa list). And he's been playing my old games of Dark Tower and Dungeon! since he was three and four, respectively.

[he is also interested in designing his own games, as I've blogged on a couple-three occasions]

As I write this, in the early morning hours while the rest of my family sleeps, I can see from my vantage point two board games (AA&Z and Camel Up!), completely set-up, on two different tables, where he was tinkering with both (a third table holds a recently used Yahtzee and a cribbage board, though my four-year old daughter was the one messing with the latter), and I know there's a new Star Wars Monopoly floating around somewhere (acquired from los Reyes Magos).

As far as I know, he's never read a single instruction book or manual.

In fact, while he opened the new Axis & Allies (and Zombies) himself, and set it up in its entirety, he has all but refused to read the manual, other than the parts on set-up and disposition of forces. He wants me to read the instructions and teach him how to play. And lest you think he will eventually get restless waiting on me and buckle down and read the instructions himself, I would draw your attention to the fact that he's owned Arena of the Planeswalkers since last Christmas, and has never gotten around to playing it, because no one in the house has read the instructions.

[he has used AotPW and its neat minis for other purposes, however...he's just never played the game as intended]

Now this is a child who enjoys reading...he's read the first three or four Harry Potter books, half a dozen of those Wimpy Kid books, and more than double that number of Nancy Drew mysteries (the original ones, written in the 1930s)...he's currently on the Ski Jump Mystery. And that's when he's not reading non-fiction history books, which he really loves...especially anything about World War II or ancient Egypt. He's read a lot of the Magic Treehouse books, but he prefers the dry, "Fact Finder" series that provide the historical foundation for the time travel adventures. The kid even read (an abridged) Moby Dick over a four hour road trip...that was last April; I haven't even read Melville!

But, of course, there's a difference between reading a book and a manual. A book's sole purpose is to entertain and/or inform. A manual's job is (or should be) to instruct, for the purpose of understanding how to do something...like operate a blender or maintain your car or play a board game. Some people really dig on manuals (my wife is one, and she's not a huge reader). Most of us, though, prefer only to use them minimally...as a reference when actually needed. After all, manuals are merely a means to an end, whatever that end might be (working the blender, changing the car oil, playing the game).

In asking my son how he'd like to learn a new game, his clear preference was to have me read the manual and then teach him. His second preference? Have mom read the manual and teach him. Asked if he'd rather watch a video instead of reading the instructions himself, he said "sure"...if his parents weren't available and a video was (my child isn't given ready access to the internet). Reading instruction manuals is just "really boring."

And when I really think about it, it's hard for me to find a lot of disagreement in my heart. Reading manuals are one of my least favorite methods of learning anything, even ones that include photos or illustrated examples. Even videos are a poor substitute for teaching...you can't ask questions of a video, nor ask for additional clarification when required.

I have this story in my head about role-playing games, about learning to play them from reading them, because I've read and learned so many over the years...all the way back to B/X Dungeons & Dragons (which I taught myself to play). But this hasn't been the way I've learned most of the games I know. All the card games I know how to play have been learned the same way as my boy: I've been taught them by other people. Even Magic cards (which were showed to me by a roommate back in 1999). But most of the "standard" card games I know were taught to me by my grandmother in Montana (they play a lot of card games in Montana over the long winter months): everything from rummy and hearts to cribbage and pinochle. I asked my mom to buy me Dungeon! when I was eight years old, and I'm pretty sure it was she that first read the instructions and taught me to play...as she taught me to play Scrabble, Clue, Monopoly, and (presumably) Candy Land.  I taught myself Risk, but I'd seen it played before by my teenage uncles and their friends (again, in Montana). My father taught me chess.

Even recently (three or four months back), I purchased the deck-building game Ivion only after I was taught the game in a demo with the husband of the game's designer. I know deck-building games are a "thing," but till Ivion I'd never figured out how to play any of them. I even purchased a Blood Bowl-themed deck-builder about five years ago (based on great reviews) that sits on my shelf to this day.

Of course, it's not just games I've learned from other people. Every job I've had has required on-the-job training. Sure Burger King showed me a couple 30-minute videos during my first day of orientation (as a 14 year old), but an experienced person walked me through all the ins and outs of the kitchen (and only allowed me to make the most basic of sandwiches till I'd mastered that). The 15 year career I quit to move to Paraguay required four weeks of training in Olympia before I even got a desk in the (Seattle) office, and then 11 more months of a probationary period where I was assigned a dedicated trainer who audited every single action I took for my first six months.

And around the house, I am hesitant to start ANY home improvement project unless I've done it before or consulted with someone more knowledgable than myself (like a contractor buddy or my mom's 65-year old boyfriend who's a retired Boeing engineer and ex-military). I am more likely to pay someone to do the work, not because I have money to burn (I really don't) but because I don't trust myself not to screw things up without at least some solid instruction.

[though I should say I have been much better in recent years in taking the initiative in home projects...but that wasn't the case for the first four decades of my life]

Learning from others...at least learning the basics...is the way most of us feel more comfortable learning. Probably it's a cultural thing (schools and stuff) but regardless of whether we learn best by seeing, hearing, or doing all of us want someone to teach us the various skills we want to learn. Once we've acquired knowledge of the basics, THEN we can refine our knowledge through our own exploration or experience with the subject matter (or seek coaching for more speedy or targeted improvement). But the more complex the skill we're attempting to learn...and the more consequence to failure...the more we desire the help of a teacher.

Now, of course, I have taken the time to read game manuals...many, in fact. However, in all the cases where I have "self-taught" myself something I believe there are caveats that can be attached as to why this occurred.

  • In the case of some games (Axis & Allies, Camel Up!, Battleship Galaxies, PokemonGo Go Gelato, Lost Cities, etc.) there was a case of my children begging me to read an instruction manual in order to teach them, so that we could play a particular game. My kids have been my biggest impetus to learning new games over the last three-four years.
  • In the case of some games (Firefly, Nautilus, Dragonriders of Pern), the theme or setting of the game was one I had particular interest in AND there was a significant (or possible) method of "solo play" included with the game. I have acquired other games with themes/settings that have special appeal for me (The Dark Crystal, The Call of Cthulhu Card Game, Bang!, Arctic Scavengers) that I've never bothered to learn as I have no one with whom to play.
  • Some games, almost all RPGs, I've acquired for reasons of nostalgia, intriguing theme, or specific "design purposes" (i.e. to examine them for how they designed their various systems and incorporated them in the game). However, while I've "read" the manuals for most of these, I can't say that I've learned how to play them. In fact, if you asked me point blank to run most of these (including Everway, Dragonraid, Hero Wars, Privateers and Gentlemen, Blood Red Sands, or the newest Star Wars line from FFG), I would need a substantial amount of "refresher time" (probably a week or more) to re-read and absorb the material before we could have anything like a first session.
  • Other games have been much more easily digested (and thus remembered/retained) because their basic "chassis" are so closely akin to another game I'm already familiar with...like, for example, Dungeons & Dragons.

Yes, Dungeons & Dragons, the game on which I base the lie that "all you need to learn a game is a good instruction manual" because, of course, I was able to learn how to play D&D without the aid of anyone teaching me. This, by the way, is absolutely true: I received my copy of the game, I read it, I introduced my friends to it, taught them (to the point that some of them would later run the game as DMs themselves, for other friends), and never looked back. Having said that...
  1. The edition I first acquired was the Tom Moldvay basic set, perhaps the single greatest edition for learning the basics of "dungeons" and "dragons" ever published. Complete with multiple page-long examples of character creation, running encounters, creating adventures, and running players through the game. The included The Keep on the Borderlands adventure module also provided great notes from Gygax and examples of home bases, wilderness areas, and dungeons...and tying them all together.
  2. The basic premise of basic D&D isn't all that far removed from the Dungeon! board game which, as I noted above, I had already acquired and learned (through my mother) prior to picking up my first box of Moldvay. Just the concept of a multi-level dungeon (filled with monsters, traps, and treasure) gave me a leg up on understanding the game's premise.

I probably can't overstate how much Moldvay's examples of play helped me. I read and re-read these examples many times, even after playing the game the first time. The encounter example (page B28) shows how to use the reaction table, how spells work (in and out of combat), how to conduct missile and melee combat, and how players interact with the DM and each other based on alignment (not to mention basic kibitzing during a game). The "sample dungeon expedition" (page B59 to B60) shows how the DM presents information to the players, how to clarify that information, how to present traps, how to describe features of the adventure site, how to award treasure, how to deal with character death (it happens), and how to manage a group of players...at least, a group all bent on the same objective of play. From these examples, I could look at my own DMing (at a young age) and at least get some idea of whether or not my game looked at all like the one Moldvay was playing. Everything else I learned later (adding the "Advanced" texts to our game) was built off this foundation.

If I had come to the game through some other gateway (especially the original version of the game or first edition AD&D) I can understand how a teacher would have been pretty much essential, just to prevent frustration with trying to understand the instructional text of the game. Hell, I'd be hard pressed NOW to try to parse out the D&D "instruction manual" as it is today, without my basic foundation (I've blogged before how I've literally fallen asleep every time I've attempted to read through 4th edition Champions). I can definitely see that, lacking a foundation and any teacher or mentor, I too would be left with little alternative besides combing the interwebs for some video to show exactly how I'm supposed to play this game...

I feel I've been something less than charitable to folks who "don't like to read the instructions" (even my own boy!) or who prefer watching a video to reading a manual. Instruction manuals aren't terribly fun (usually) and even when they are written in a "fun" way, it's usually somewhat less fun than the fun anticipated from the end for which they've been written (for example, playing the game the manual explains). Dungeons & Dragons especially is a hard game to learn, regardless of edition. I was simply fortunate that my introduction to the game was written for persons "Ages 10 and Up" (yes, I was reading above my age level back in 1982), and that it was written in such a particular, precise yet streamlined manner...even including a page count (64 minus illustrations, tables, and example text) that wouldn't bore the shit out of my young mind. Something to think about with regard to my own game design going forward.

Now, if you'll excuse me, I have a manual to read about World War II zombie invasions...

Probably everyone loses...

Sunday, December 30, 2018

Introducing B/X

I was planning a different post for this morning, but then I read about DMWieg's Bitter DMing Failure and I felt there's a more immediate, pressing need: namely, providing some information on how to introduce new players to B/X Dungeons & Dragons. This, of course, is the kind of post I should have done years ago but, well, excuses.

Anyway, it's high time I provided my own ideas on the subject, given the general focus of my blog and my experience in this area. Here goes:

[by the way, this is going to be specifically about introducing players to the B/X edition of D&D, even if your "old school" game of choices is OD&D, AD&D, BECMI, etc. This is as much practical as a matter of my personal taste: I find the B/X system to be the most concise and accessible version of D&D ever published. For the beginner, especially beginning DMs, I find it to be the best introduction to the Dungeons & Dragons game...and it is quite easy to "build out" from a B/X foundation. Furthermore, the PDFs for B/X are available on-line for a reasonable price, so new players who want to learn the game have a ready means of acquiring the source material]

New players to B/X are going to come in three basic types: the rank novice (who has zero RPG experience or very close to zero), the experienced player (who has played other games but doesn't have experience with any edition of D&D prior to WotC's 3rd Edition), and the "enthusiast," who is somewhat self-educated on B/X D&D but who has never actually played the game (the enthusiast's prior RPG experience can vary wildly).

Enthusiasts aren't much of a problem: they are already gung-ho to play B/X D&D. They may have already acquired the books, may have read a bunch of blogs, perhaps talked with other "old school" players, and are chomping at the bit to get into a game. These folks are ready for campaign play, and should be respectfully walked through the finer points of the system during an actual game session. Treat them with patience, and they'll probably reward you with good play.

The other types of players require different approaches, based on your goals and expected outcomes.

For the complete novice, you've got a couple possible goals: provide a firm foundation for a lifelong of learning and playing RPGs OR get through the game session as painlessly, and with as much fun, as possible. This latter goal usually comes into play when the novice is a reluctant player, having been dragged to the game by a friend or significant other; while it’s possible to convert such a person through the Good News of gaming, I think it’s best to temper expectations for visiting “tourists.”

For the non-reluctant gaming novice, it’s best to start with a very simple overview, complete with (B/X) character creation and patient explanation of the stats on the character sheet. After that, I recommend a simple “starter dungeon;” something akin to The Haunted Keep (from Moldvay basic), the starter adventure in Mentzer's basic set, or B2: The Keep on the Borderlands; the old adventure module M1: Blizzard Pass also makes a great "starter adventure" for novices, especially if you only have two or three players.

[B2 is a great first adventure for giving novices a feel for "campaign play" as the Keep provides a locale to explore and role-play in addition to a home base from which to launch attacks on nearby monsters; however, when pressed for time it's MORE important to give players a feel for the actual "dungeon experience," and small site adventures like Blizzard Pass provide this without being overwhelming]

Once you've given novices a "taste" of game play, you can start an actual campaign, either using the same characters or allowing them to create new ones. With novices, I find it best to NOT give them high level pre-gens even (or especially) when introducing them into an existing campaign. In fact, I recommend against introducing novice players into existing campaigns if at all possible...at least not until they've had a chance to run a time or two themselves without the pressure that comes from having experienced eyes (the other players) watching them. Yes, even when your veterans happen to be especially patient, kind, and compassionate...let new players feel that they have the freedom to make mistakes, ask "dumb" questions, and generally get their feet wet. You want them to have at least some of the terminology down (like hit points, armor class, and saving throws) before joining up with your old campaigners.

Introducing experienced gamers to B/X...especially players who've cut their teeth on 3rd, 4th, and 5th edition D&D...is another thing altogether. Assuming they're not in the "enthusiast" category (and thus want to return to an earlier edition), chances are you are introducing them to B/X because YOU love the way it plays (or dislike later editions) and you want to share your passion. How can you get them to start drinking the Old School Kool-Aid?

First off, as with the novice player I've found it works best to start them with an introductory adventure. However, unlike the novice, I do NOT recommend going through normal character creation and starting with first level characters. Experienced players don't need to discover how to roll ability scores and select equipment...this kind of thing is already "old hat" to them. And experienced players are far more likely to chaff at the beginning PC's lack of in-game effectiveness (thieves suck, magic-users suck, clerics have no spells, fighters have no feats, etc.).

No, for the experienced gamer being introduced to B/X, it's best to start with a mid- to high- level adventure and a good selection of pre-generated character choices. Character sheets (complete with saving throws and attack probabilities listed) are good, so that they can see the differences between their prior edition and the one you're introducing, and here is a good opportunity to point out ways in which B/X is streamlined compared to the fat stat blocks of later editions. I've had good success providing pre-gens with a certain amount of static equipment (appropriate for the adventure) and then allowing the players to add a few choices of their own (weapon selection and magical gear) from a list of what's available...just enough to allow a little customization prior to "getting on with the adventure."

B/X's strength as a game system is its ability to provide an exciting, immersive fantasy experience unburdened by excessive mechanics, while still having framework robust enough to build on. When selecting an adventure for experienced players, create or use an adventure that showcases this. X1: The Isle of Dread is pretty good, as are older AD&D modules re-framed for B/X play (several classic AD&D adventures were originally written for OD&D play, the basis of B/X, so this isn't terribly difficult). The main thing, however, is to get the players thinking about the adventure at hand, NOT about their character sheet and the lack of "stuff" on it (feats, skills, etc.). You need to engage the players in the scenario that's being presented, provide them with problems and challenges to solve, at which point they can reference their character sheet to see what resources they have available (spells, thief skills, equipment, etc.).

As far as actual mechanics go, most changes between editions are fairly superficial, and simply need to be reframed in a way that makes sense to the players. Characters do not have "spot checks," for example...but they do have saving throws (to see if their character noticed something and managed to avoid the danger). All characters have the ability to listen for noises or search for secret doors and traps (and some classes are better at this than others). Spells and hit points are much more finite than in later editions of D&D...but if players are engaged with the setting, they'll spend more time in exploration of that setting, and less time banging every nail-like problem with a hammer-like ability or skill.

As a DM of a B/X game, it is up to YOU to provide the color that will keep players engaged. B/X combat is about as basic as it comes in RPGs: roll to hit, roll for damage. As the DM, it is up to you to interpret what those results mean, providing the blow-by-blow narration that adds spark to a simple exercise in probability and arithmetic. The rules provide the framework, the dice are there to keep you honest...but without the DM providing the details of what PCs see, hear, and feel, your game will quickly wither and die from tedium.

Once you've run your players through a session or two, and assuming you've got them to "buy in" to the system, ONLY THEN should you go back and have the experienced players create new 1st level characters to begin an actual campaign. Only then will they have an appreciation for the system, and the understanding of how it works, the importance of resource management, and how to best use simple characters to strategic effectiveness. Without this appreciation, they're left wondering what the hell you see in such a dusty old game.
; )

[probably need to write more on this subject later, but I've got a loooong road trip ahead of me tomorrow and I need to grab some shuteye. Later, gators!]

Tuesday, June 6, 2017

D&D

Even though I'm off the caffeine these days, my sleep cycle is somewhat of a mess. I woke up around 4 or 5 this morning and couldn't get back to sleep, instead thinking about the new Wonder Woman film (which I got to see yesterday afternoon), and all the thoughts I wanted to blog about it.

But that's a post for later. Sunday, I ran a game of Dungeons & Dragons for my children after several days of begging and pleading on their part (mainly, the part of my six year old, though his three year old sister apes most everything he does, and thus chimed in).

What was the impetus for their desire? I'm not really sure. Probably it has something to do with all the books (my reprints) lying around and taking up space. Then, of course, there was the barbecue last week (at the home of my son's classmate) in which I spent a good chunk of time talking Dungeons & Dragons and the hobby/industry. The kids were also playing the Dungeon! board game last week (though that's not especially new), and we also played a game of DungeonQuest on Saturday...though that was more to stave off the harping to play D&D that had begun mid-week.

I don't know. I was actually hoping to interest them in Raiders of the Lost Artifacts (hmmm...still need to write-up a post on that particular game), going so far as to show them the first Indiana Jones film (with heavy cut-aways). While that inspired D to write his own game (yet another post I should probably write), he still wanted to play Dungeons & Dragons.

And so we did.

Diego (my son), wrote up the character sheets and helped his sister with the dice rolling. After much internal debate, I decided to run straight B/X with a few extra combat abstractions (that the kids wouldn't know or understand anyway). Both ran elf characters (Elrond the Brave and Scarooca). For a beginning adventure I used the one found in Mentzer's basic set.

The kids sat rapt with attention as I read them the (fairly short) boxed text. They encountered the carrion crawler which, with my house rules, they were able to defeat.

[I've run Mentzer's introductory adventure in the past and the carrion crawler encounter has ALWAYS resulted in a TPK. The problem is its number of attacks (eight!) and the low probability of saving against multiple hits. My (simple) house rule gives creatures with multiple attacks one attack roll per round versus a maximum number of opponents equal to its multiple attacks...so the crawler (for example) would be able to attack up to eight opponents, but regardless it would make only one attack per character per round. This is something I've been doing for a while now, and I find it works well in practice]

After pulling the body from the hole and doing a bit of digging, they discovered the 200 pounds of treasure (1000 coins each of copper and silver) only to find they hadn't brought enough bags to carry it all. So they filled their backpacks with silver, headed back to town to buy some large sacks, and then recovered the rest of the loot.

And then I put them to bed.

They were very excited by the game. They really enjoyed it. They wanted to keep playing.

And I felt very good running the game. I've missed playing D&D. I really enjoyed myself. It was fun.

I'm not sure we'll be playing again any time soon, but I want to.

Friday, May 22, 2015

KLOANE WAR KNIGHTS - Intro

KLOANE WAR KNIGHTS

Created for and compatible with Dave Bezio’s X-Plorers™ under the X-Plorers Trademark License.

INTRODUCTION

Welcome to KLOANE WAR KNIGHTS, a game supplement for use with Dave Bezio’s X-PLORERS™ role-playing game. This supplement is not a “stand alone” game product; you will need a copy of the X-Plorers RPG to play in the setting presented here. You should be able to acquire a copy from your local game shop; you can also purchase it on-line from Brave Halfling Publishing and its distributors.

Like the basic setting found in X-Plorers, Kloane War Knights is designed to help players experience games of interplanetary adventure. Unlike the basic setting of Mr. Bezio’s book, Kloane War Knights (hereafter abbreviated KWN) takes place far away, in a galaxy very different from our own real world solar system. It is heavily influenced by literature of the space opera genre, especially those that feature swashbuckling action, interplanetary conflict, and psychic heroes, like the Lensmen books of E.E. “Doc” Smith. In addition, the author grew up watching the films of George Lucas, and the visual impressions left by them have undoubtedly colored the “look” of space opera in his mind’s eye. The author gratefully acknowledges a debt to both these sources, in addition to the many other authors and filmmakers of the space opera genre, all of which have provided some measure of influence and entertainment over the years.

Experienced gamers may wonder why bother with yet another hyper-warping, space opera RPG when so many other games have been created for the setting over the years. The answer lies in the simple elegance of the X-Plorers game, a system easy enough to pick up and play quickly with very little effort or learning curve, providing the necessary mechanics to facilitate play without “bogging down” in hundreds of pages of rules minutia. Character generation is fast and requires little forethought compared to other “rules light” systems, yet remains open enough to add extra “color” should a player desire. The author’s objective is to maximize actual play with minimal effort; Kloane War Knights simply develops and expands Mr. Bezio’s basic system with a few additional rules based around a fantasy space opera setting in a fictional galaxy filled with weird aliens, dark empires, and strange psychic powers.

Hopefully you’ll enjoy playing as much as the author (me) enjoyed writing it.

KLOANE WAR KNIGHTS: THE SETTING

Another time and another galaxy, a long way from here…

The GALACTIC REPUBLIC has stood for untold millennia, indisputable evidence of the ability of sentient species to coexist despite being spawned from more than a million divergent evolutionary tracks on nearly as many worlds.

That they have managed to do so in relative peace and harmony is an even greater accomplishment and a testament to the STAR KNIGHTS, galactic peacekeepers acting to protect the peoples of the galaxy while upholding order and justice. The Star Knights have served the Republic for more than a thousand generations, and though few in number they are well known throughout the galaxy for their loyalty and dedication. Their psychic training in the use of the STAR FORCE gives them access to powers beyond the ken of ordinary beings.

Now, a new enemy has appeared on the horizon. The KLOANE EMPIRE, a star-faring race from another galaxy, has invaded Republic space bent on conquest. Technologically advanced and utterly ruthless, the Kloane army is vast...far greater in number than the standing forces available to the Galactic Republic. With huge space dreadnoughts and legions of armor-clad troops, the imperials wage war across the galaxy.

And yet the Republic armies are bolstered by the might of the Star Knights, a power against which few foes can dare to stand. To counter the heroic Knights, the Kloanes have made dark alliance with the SHADOW LORDS: corrupt psychics, adept at using the Star Force for selfish and evil ends. The Shadow Lords have long been the bane of the Star Knights; many were once Star Knights themselves, but abandoned the calling in their lust for power. Though fewer in number than the Star Knights, the true danger these sorcerers present is their seductive lure of corruption, hoping to draw more Knights to their banner.  

This is the galactic struggle in which you will heroically take part!

USING THIS BOOK

This supplement provides an alternative setting for the X-Plorers role-playing game, namely the Kloane War conflict in a fictional galaxy “far, far away.” Many of the rules in this book differ from those in the original X-Plorers rulebook; in general, this is done in order to better integrate the original rules with the unique setting presented in KWN. You are free to disregard these changes and use the original rules, but doing so may change game play in a way different from that intended by the author.

Regardless of rule changes, you will still need a copy of Dave Bezio’s X-Plorers to use KWN…in many sections the rules have NOT changed, and this book will not include information that can be found in the original game. Whenever possible, the author will try to keep to the same Chapter organization as found in X-Plorers.

One of the main changes in KWN is with regard to psychic abilities and how they function. If playing KWN, all information in Chapter Y of Mr. Bezio’s book should be completely disregarded; it is fully replaced by the rules presented here. All characters in KWN are presumed to be heroic Star Knights and will thus have some measure of psychic training; however, this will be detailed in Chapter 1: Character Creation.

As with X-Plorers, KWN uses both the D20 and the D6. It also uses the D8 and (sometimes) the D4; however, for the latter you can simply roll an eight-sided die and divide the result by two (round up) to achieve a number from one to four.


[to be continued]


[Kloane War Knights is copyright 2013 by Jonathan Becker and Running Beagle Games. The X-Plorers rpg is copyright 2009, Dave Bezio & Grey Area Games. The X-Plorers trademark is used under the X-Plorers Trademark License]


Wednesday, January 23, 2013

Bumblebee Boy

Welp, finished up my Supers one-sheet micro-game and am considering uploading it to Ye Old MediaFire for wholesale download by the masses. In fact, I might as well since games are meant to be played and yadda-yadda-yadda.

The only thing that brings out my paranoia is my proprietary DMI system being so blatantly present in the one-sheet. On the other hand, who cares?

And really, who does? It seems like a lot of folks (including several regular role-players I know and with whom I game) are not big fans of the superhero genre...for a variety of reasons. Me...well, I grew up taking long road trips with my family before there was such a thing as laptop computers and portable DVD players: the parents would simply buy a bunch of random comics and toss 'em in the backseat with my brother and I, and we'd read them all the way to Montana, thrilling to the likes of Daredevil and Ghost Rider and The Avengers.

Last night, my two year old son was running around the house wearing a cape and pretending to be a superhero. Why? Not because of his weirdo papa or his games or comics or superhero DVDs (all of which are kept well out of reach...Star Wars and show tunes are enough "bad influence" from the Old Man). Nope...the nanny took him to the library yesterday and he came back with a a big picture book called The Amazing Adventures of Bumblebee Boy, a story about a young boy dressing up as a superhero and being pestered by his younger brother until he finally relents and adopts the munchkin as his heroic sidekick. It's a cute book filled with the fun of make believe and echoing the experience of older brother childhoods all over the world.


Anyway, D wanted a cape so he could be "Bumble-Boy," too. I tend to be indulgent when my child shows interest in my own interests.

But my boy is not your average 20-something gamer (he's got a couple decades to go) and to a lot of younger folks who didn't grow up with the Silver Age (or even Bronze Age) of superhero comics they really don't get what all the fuss is about. The movies might make pleasant diversions (or not) but their initial point of reference is more likely to be a cartoon than a comic...the former of which I find to be a pale knock-off of the original medium, nice voice acting or not.

So anyway, just in case I haven't mentioned it, I AM working on a supers RPG for which this micro-game provides a nice little abstract. And the full-blooded RPG already has more that a few pages written for it, though it's far from complete. Here's a couple paragraphs culled from the introduction of the full RPG that (I hope) kind of sums up my reason for bothering to spend time designing a game for this tired genre:

Why Superheroes? 
Fantasy role-playing games exist in a variety of genres including swords & sorcery, super spies, and science fiction. All these games allow players to enjoy the fantasy escape of pretending to be someone different from ourselves, and to experience adventures from the safety and comfort of our gaming table. People in real life don’t get the opportunity to explore strange planets or fight monsters with spell and axe or single-handedly end the Cold War with the help of a few James Bond-style gadgets; role-playing games allow us to do these things, at least in our imagination.
In some ways, playing a superhero is the ultimate in wish fulfillment fantasy. The superhero genre doesn’t take place in a faraway galaxy or some Ancient Time inhabited by dragons…it takes place in the here and now of the 21st century. And the powers available to superheroes…winged flight or super strength or magical might or incredible inventions or whatever…are limited only by one’s imagination. Comic books provide a huge range of diversity, from aliens to playboy millionaires to sorcerers to living plants to mutants to demigods to super-soldiers to robots, all interacting with the normal folks walking the streets of Any Town, USA.
That’s pretty cool.
In addition, people familiar with the comic book genre know that much of the game revolves around fighting foes and villains that no one else can; adversaries that will, left unchecked, run roughshod over everything good people hold dear: life and love, truth and justice, public and private property. It is the responsibility of superheroes to provide that check on the Forces of Darkness…and in general that means going out and kicking ass. In real life, the problems of the world – poverty, exploitation, tragedy, natural disaster – can’t be solved with a punch in the mouth. Pretending to be superheroes can, at least for an evening’s play, allow us to imagine a world where problems are so easily solved.
And that’s pretty cool, too.
Look, I am fully aware that designing superhero games...especially a game not based on the intellectual property (and built in fan-base) of an established comic book line...is a pretty lost cause. Table-top RPGs themselves are already a niche market, and a "generic hero" game is going to be two stages more "niche" than that. But I find I just cannot help myself sometimes. Just let me at least put together something that I can finally say satisfies my personal biases and design sensibilities; let me just do that and then I can stop messing around with the thing altogether. And I'll go back to working out the details of D&D Mine (something I hope to be writing more about later this week, by the way).

Play-testing is going down on Thursday. Depending on how things go, I'll have something available for public consumption shortly thereafter. We'll see if it's working.

[just BTW, Blogger tells me this is post #1313, which is of numerological significance...to me, anyway]