Showing posts with label dragon. Show all posts
Showing posts with label dragon. Show all posts

Friday, October 24, 2025

Let Slip The Dogs Of War (Part III)

In which I  finally discuss...at lengrh...the tournament module written for Cauldron 2025's prestigious (and now annual) Blackrazor Cup....


SATURDAY BLOCK I: Rivers of Blood, Death, and Glory

Getting to Germany from Seattle isn't the easiest thing in the world. Yeah, it's a long haul. Yeah, it's more money than I'd like to spend on a plane ticket. Yeah, it means being away from my family for a weekend and missing things like high school dances and playoff soccer games. 

Is it worth the trouble and effort, just for a gaming convention? For me?

Yes. It is.

But I don't know if it's quite worth it...or if I'm quite willing...to make it an annual pilgrimage. Every other year sounds about right. At least until my kids are old enough to accompany me (always assuming I can afford the airfare). Cauldron I (in 2023) was fantastic...but I couldn't quite justify doing it again in 2024. And yet, I wanted to be part of Cauldron II all the same. Which is why I asked to convention organizers (well, really just Settembrini) if I could write a tournament module for the thing. 

Hence was born Children of the Sea, which I haven't written much about, because I thought it was going to be part of the OSRIC kickstarter stretch goals. Yeah, no...THAT didn't happen. But don't worry; it'll get released in a different fashion....

Feedback from Children was immensely positive: the con-goers in 2024 really seemed to enjoy it...so much so that they wanted to make it an annual contest at the con. Great news! However, some folks felt that the module had been "too easy." What the F...?

[when I ran it for my home group it ended in a TPK...]

My adventures are supposed to be "challenging" not "easy;" certainly not "too easy!" Having my ego slighted, it is only natural that I would want to redeem myself with a stronger adventure for 2025. Not a terribly awful, "killer" dungeon, but something designed to be fiendish even while being appropriately stocked for players of the requisite level.  

Thus was conceived the idea for Rivers of Blood, Death, and Glory. I think the title probably came first, even before the concept: an upriver trek into the frozen wilds of British Columbia. 

Now, when searching for a premise/scenario, my first thought that to re-write/re-purpose yet another DragonLance module...specifically DL6: Dragons of Ice. I have a fascination with this adventure, for a number of reasons. For one thing, I rather love white dragons: they are dragons (duh) that even low-mid level parties can survive encounters with...great for a game with the word "dragons" in the title. Also, frost breath is awesome. Also, in B/X and OD&D they are NEUTRAL in alignment, making them one of three "non-evil" dragons (which opens all sorts of possibilities). Not that this adventure was ever planned to be anything other than AD&D....

My favorite DragonLance cover art...

There are two other reasons that DL6 interests me: the first of these is that it represents the first adventure truly divorced from the novels. I read the original DL novels long before I ever read any of the modules, and the details of the protagonists' excursion to IceWall Castle (another great name) is mostly left out of the text, instead being relegated to (yet another) example of the Hickman poetry fetish. Which...for me...means that the unfolding events of the adventure are quite wide open for interpretation.

The last reason I find DL6 interesting is that the "dungeon" portion of the adventure is actually stocked "by the numbers," with the proper amount of monsters, traps/tricks, special, and empty encounters (for the number of encounter areas) AND (if memory serves) even the proper amount of treasure for the party. This is pretty amazing, and considering the size it would fit just fine within a four-hour tournament time slot (it is a rather small "dungeon").

However, it is BORING AS HELL and, for the most part, far too easy when it comes to the "big bad evil wizard," and while it is well-themed (and includes some great dragon encounters), I didn't particularly want minotaurs and walrus men.  Oh...and the layout is pretty sad, too: a bunch of rooms around a courtyard; possibly the most dull map ever attached to a Hickman project.

[to be fair, it IS credited to Douglas Niles, an author I do not hold in very high esteem as a module cobbler

Even so, it gave me a good base to start from. I removed the "evil wizard" guy completely (because evil wizards tend to get pwned when facing a party of eight adventurers, no matter how high their level...spell interruption, you know?) and instead made the guy dead and buried and part of the backstory. Minotaurs and thanoi got replaced with yetis, the polar bear for a brown bear (because it's British Columnia). All the dragons got to stay (yes, Chomi, DL6 uses the exact same number of dragons!), as did the winter wolves. Throw in a few undead here and there, a golem, some magical traps appropriate to a lich's stronghold and some more interesting treasure and voila! Tournament adventure written.

[I keep telling people I'm just a hack when it comes to this stuff, and I'm not lying. I may be a very good hack, but in terms of sheer creativity there are plenty of Very Fine Minds out there to whom I don't hold a candle]

Having run the adventure twice prior to Cauldron, I had a pretty good idea of how the thing played. The "upper works" (where the bulk of the adventure's half a million gold pieces in treasure may be found) is especially dastardly.  UNIVERSALLY, I found players would get flustered/distracted by the firetrap on the lich's crystal ball and then miss searching for secret doors in the scrying room; this is only exacerbated by the multiple yeti encounters (where are we going to run into another pack of those guys) and the pressure of the tournament time limit.

[I am cognizant of the elven party members' ability to automatically check for secret doors just by passing by the space, but if they did not mention anything about exploring the room or even going deep into it, I did not allow the chance. Were I to rewrite the adventure, I would simply note that the secret door can ONLY be found by "active searching," and see which groups keep their wits about them]

Likewise, the cliffside entrance to the dragon caves is supposed to be difficult to spot...if anything, that entrance is meant to be a "reward" of sorts for groups that encounter (and survive!) a random encounter with the dragon while exploring the village. I will relate that ONE particular group at Cauldron (who shall not be named) asked me for a "hint" about the adventure and I said, "Keep your heads up." They deciphered my message and found their way into the caves...only to be all-but-TPK'd by the dragon and her young. Instant karma, perhaps?

With regard to my own Cauldron session, the group did a fine job: certainly the best of any of the three groups I've run. Now, given, they DID have eight heads in the game, but the adventure ran pretty much the same, and they were quite clever with how they approached the various encounters, not taking anything in the way of casualties (by actual DEATH), losing fingers to frostbite, melting their own weapons in the black forge, blowing up spell-casters with the firetrap, or trying on the necklace of strangulation. In fact, they were the FIRST group I've run to not lose a single party member...well, except for one player who left the table (perhaps in disgust, after being energy drained half his levels). 

[sorry, man...]

ACTUALLY, the disgust was more likely due to the way I could not contain my maniacal cackling laughter towards the end of the adventure. I have no excuse for this and I apologize unconditionally for the offense I caused...the pained look on Prince of Nothing's face and the desperation in his voice as time was running out just did something to tickle my funny bone. It was highly reminiscent of playing with my brother (back in the good ol' days before he went crazy off-the-rails with his mental issues and alcoholism...), and Prince (and the others) should take it as a compliment. It is rare that I laugh that hard or so long with anyone, except friends I feel comfortable with (and my own kids). 

[and, to be clear, it was not Prince who abandoned the table]

But...look here: they sussed out that the pit of wights was FULL OF WIGHTS even before they left the throne room. They MAPPED THE DUNGEON METICULOUSLY (up until the mines below) and knew EXACTLY WHERE THE WIGHTS WERE. And then they STILL went there (and got their asses beat). And THEN...with time running out and the desperation to find more treasure positively reeking off them...they WANTED TO GO BACK FOR MORE PUNISHMENT.  

How could I not chuckle?

This I chalk up to metagaming of the WRONG type. I encourage metagaming: if players know that fire kills trolls, they should not pretend otherwise when they encounter a band of regenerators. The players KNEW that the skeleton with the yellow-orange mold on it was a dangerous mold of SOME variety, and wisely avoided it. They should have probably taken the same tack with the wights, especially since they knew there were 16 of them, far more than they could probably turn

And, yet, they assumed that I (the DM) had put the wights there for a reason. That there must be some "great frigging treasure" in that pit. As if a lich lord wouldn't just have a pit of wights to throw people into for his own amusement. My adventures are designed to have a certain type of logic to them...they are not "funhouses." Why are the yetis there? Because the place has been abandoned and they've taken up residence (in the places they could reach). Why is there a forge of black flame? To craft the lich's weapons of war. Etc., etc. See, there is metagaming and then there is "over-thinking” (which might be defined as “trying to out-think/guess the DM”). I suppose that works sometimes but…well, I can’t say I recommend the practice.

But, again, the adventure is designed this way. The time pressure functioned great...the methodical, cautious approach started escaping their grasp as time wound down. As happens. A blizzard is a-coming folks...got to get the treasure out and get back to the boats!

Anyway...

Other teams (except the one that blundered into the dragons' den) escaped with far more loot...several in excess of 200K and the winning team with more than 300K. Then again, I wasn't running the adventure for all of them...would they have fared as well with me in the captain's chair? Hard to say. Prince & Co. took home some 88K which exceeded my home group by the value of one potion of heroism and a handful of silver...but they did it without losing a single PC to death and that is something.

Last thing I want to say about the tournament adventure (which most everyone I spoke with at Cauldron seemed to enjoy): every single monster in the adventure came direct from the 1E Monster Manual. Every single treasure in the adventure can be found in the pages of the 1E DMG. Every single spell-type trap (firetrap, glyph, etc.) is in the 1E Players Handbook.  No UA tricks, no Dragon Magazine articles, not even a Fiend Folio critter to be found...I wanted to make sure all the DMs could run the thing using nothing but the core books.

Because the core books have PLENTY of "good stuff" in 'em.
; )

All right. That's all I want to say on the tournament adventure. Thanks to everyone who gave it a go, and thanks especially to all the DMs that ran it...you folks were excellent!

Tuesday, December 3, 2024

Unearthed Arcana Revisited

From Dragon Magazine, issue #59:
What follows is strictly for the AD&D game....

With plenty of labor and even more luck, there will be an ADVANCED DUNGEONS & DRAGONS expansion volume next year. It will be for both players and DMs, with several new character classes, new weapons, scores of new spells, new magic items, etc. What will follow here in the next few issues is a sampling of the material slated for inclusion in the expansion.
E. Gary Gygax, March 1982

There would be no expansion volume in 1983. Nor in 1984. The "next book of monsters" (also mentioned in the article) which was to be released afterwards, instead appeared in 1983 under the title Monster Manual II. Presumably, being mainly a compilation of new monsters appearing in prior publications...especially TSR adventure modules...it was a much easier matter of transcribing existing creature entries in alphabetical order. 

Unearthed Arcana, the 'Book That Was Promised,' was finally published in the summer of 1985.

Pause for a minute. Why am I writing this? Just what is this all about?

Let's talk some straight talk for a moment:  as long time readers know, I got back to playing AD&D again in November of 2020. Since that time, I've introduced a lot of young 'uns to the game, written a lot of adventures, and spent a bunch of time spreading "the Good News" of the game (as I see it). However, in all that time...now entering my 5th year of 1E campaigning...I've limited my game to the only books I consider good and essential, namely the PHB, the DMG, and the various monstrous manuals (MM, FF, and MM2). The adventures I've written (approximately 6 or 7) have all carried the notation that I strongly recommend against using the rules in the Unearthed Arcana.  I haven't even cracked the UA in front of my kids; I've mentioned the book to Diego, but given only a cursory (and negative) overview of the tome to him. Neither of my kids know much...if anything!...about it, which should come as a surprise considering just how much lore they know of the history of the D&D game, its publications, and the various changes its seen over the decades.

[f.w.i.w.  my kids get curious about stuff and I tend to be a wind-bag of a talker]

Just why have I excised the Unearthed Arcana from my 1E table? It's not like I never used it...as I mentioned the first month I started this blog (!), we absolutely adored the UA, back in the day, and implemented every rule it had: Comeliness, traveling spell books, social standing and birth order, bronze armor, etc., etc. If it was in the UA, it was in our game. Chain lightning was a staple spell. Heward's Handy Haversack was a staple magic item...as were magic quarterstaffs (had to have something for all those thief-acrobats in our game). My brother ran multiple barbarian characters. We used weapon specialization; maybe even double specialization. There were Hierophant Druids. We replaced the unarmed combat system in the DMG with the simplified version found in the UA. I mean, we used it all.

So why have I not used it at all since returning to the King of Games, four years ago?

There is a stigma to the UA these days. The Grogtalk folks refer it as "The Book That Shall Not Be Named." Published in 1985 it is deep into the decadent years of TSR (post-Mentzer Basic, post-cartoon, post-DragonLance)...the years that led to the spiraling issues that would (eventually) cost Gygax his company. There is a commonly held belief that the Unearthed Arcana was solely cobbled together from past Dragon magazine articles in an effort to bring one more Gygaxian cash-cow to the table to save the company from debt. This idea is echoed in the Wikipedia article on the book:
The original Unearthed Arcana was written by Gary Gygax with design and editing contributions by Jeff Grubb and Kim Mohan, respectively, and published by TSR in 1985. Gygax reportedly produced the book to raise money as TSR was deeply in debt at the time. He announced in the March 1985 issue of Dragon magazine that Unearthed Arcana would be released in the summer of that year. He proposed the book as "an interim volume to expand the Dungeon Masters Guide and Players Handbook", as the information was spread out in several places and difficult to keep track of. Unearthed Arcana was to include material previously published in Dragon, written by Gygax and updated and revised for the book.
While the latter part of that quote is indeed from Gygax's own pen (in March of '85), the inference is clearly inaccurate...as stated at the beginning of this post Gygax had already planned on an expansion volume in 1982, and the articles he penned over the next many issues (which would compose the bulk of the UA) were written expressly for the book that was coming. This was not some sort of cash grab...THAT statement in the wikipedia article is accredited to a 2006 article in The Believer magazine, in which the author (Paul La Farge) asserts:
By 1984, the company was $1.5 million in debt, and the bank was ready to perfect its liens on TSR’s trademarks: in effect, to repossess Dungeons & Dragons. Gygax got word that the Blumes were trying to sell TSR, and he returned to Lake Geneva, where he persuaded the board of directors to fire Kevin Blume and published a new D&D rulebook to raise cash.
But La Farge's research is suspect. He notes in his footnotes that the book was Unearthed Arcana, a tome that "introduced the gnome race;" a gross misstatement (the gnome had been around since the 1978 PHB), done mainly, I believe, for effect (the gnome race was rather reviled by 2006, due to changes of characterization over the years). But I draw this conclusion because much of the article seems snarky and sensational.

While TSR was definitely facing financial difficulty due largely to mismanagement, it is a fact that Gygax had every intention of publishing Unearthed Arcana long before 1984. His time spent in California (which would result in three seasons of the Dungeons & Dragons cartoon...from '83-'85) was the main reason for any delay in publishing the projects that envisioned...and I believe that, and the personal issues he had during this time (his 1983 divorce and his new "Hollywood social life") contributed as much as anything to the declining quality of the products with his name on it post-1983.

But much, if not MOST, of the UA was created before 1983. Not only that, much of it was play-tested...if one is willing to believe the statements/updates given in Dragon magazine in 1982.

And so...perhaps this material is worthy of the game?

That's the conclusion that I am...slowly (and somewhat reluctantly)...beginning to come to. Why were the acrobat, barbarian, and cavalier featured in the D&D cartoon (first airing in September of 1983)? Because, they provided a good advertising vehicle for a planned book that had already published and tested said classes (the last one, the cavalier, being found in the April '83 issue of Dragon). I have no compunction with the feelings that the UA, as published, was somewhat rushed, slap-dash, and error-riven. But much of the stuff in the book...both its ideas and its mechanics/rules...were far less so. 

Rather, they were thoughtful or interesting...and worth a gander.

What took me down this particular rabbit hole? Well, a couple weeks ago I had this "great" idea of statting up the "D&D kids" for the 1E system. But while most every one of them is easy enough, Diana the acrobat was throwing me for a loop. And since I certainly didn't want to use the UA (because of the reputation the thing is currently carrying), I figured I'd 'go back to the source' and check out the original Dragon article that had been "ransacked" for Gygax's "company needed cash infusion." And what I found (in issue #69) was an article, pretty much word-for-word the same as in the UA, and written by Gygax himself (whereas, I had assumed most if not all the UA material had been culled from the work of other authors). There was also this introduction:
"This time, rather than reveal a new sub-class such as the Barbarian, I though the Enlightened Readership of this splendid vehicle might enjoy another concept. What you are about to read is the information so far developed pertaining to a split class. This a first. To my knowledge, such a possibility has not been expressed before in any similar game system. There is nothing similar to it in the AD&D game system although choosing to change from one profession to another is not too unlike the idea. Let us then get to the business at hand. I bring you, without further ado, the official new split-class for thieves."
"This time?" "The information so far developed?" "Official new split-class?"  This was not some highlight piece deemed to have enough traction for inclusion in a cash grab book...this is a sneak peak at mechanics already in development! By Gygax himself! In January of 1983!

I quickly found a copy of Gygax's "barbarian" from July of 1982 (issue #63); more information helped crystalie the picture:
"As usual, I am working on too many projects at once, and each gets a bit of attention but seems to never get done. At some point quite a few should suddenly be completed, and my productivity will seem great indeed. Meanwhile, I have dusted off the barbarian character class which the testers have enjoyed the most of the new classes I have proposed for the expansion of the AD&D rules. While the other classes seem to need more work, barbarians were instantly used and enjoyed by those eager for a change. Now you, Gentle Readers, have a chance to test the class for yourselves and see if you agree."
Okay, so...wow. This was a project in active development since at least 1982. It was being worked on in conjunction with other projects (in issue #59...March 1982...he details these as including the Monster Manual II, the never-would-be-released T2, The Forgotten Temple of Tharizdun (WG4), and yet another adventure called "Wasp Nest -- The City State of Stoink" which I don't think I've ever heard of). It is being tested in play. It is to be part of an actual, planned expansion to the AD&D rules.

And what, exactly, was my problem with this rule set again? Re-reading the barbarian entry, I don't see anything terrible with it. Nothing over-powered, considering the x.p. cost...and while the magic item restrictions can be 'bought off' at higher levels (the levels where those restrictions can really matter), doing so negates many of the barbarian's special abilities. And above 8th level, a normal fighter will be going up TWO levels for every ONE of the barbarian. 

No looking back, my main issue with the barbarian appears to have been all the "world building" required to use the class effectively...and that's exactly what I like about it now, in my (more mature) elder years. This bit (from the UA):
Cavemen, dervishes, nomads, and tribesmen (see Monster Manual, "Men") are now considered barbarians.
...is, frankly, amazing. And says a LOT about how Gygax expected DMs to approach the AD&D campaign in their individual settings.  The standard classes are all a part of a civilization; and everything outside of that civilization are considered superstitious, magic-fearing savages. Political correctness be damned; in a post-apocalyptic fantasy setting, I kind of like this...a lot!  And it makes the humanoid tribes even MORE savage. Something to think about.

But...okay. The barbarian is cool. The thief-acrobat is cool. What about the other stuff: things like comeliness, weapon specialization, and the (*shudder*) cavalier class? 

Here's the thing: going through these Dragon magazines, issue-by-issue, it's clear that not al of the items that ended up included in the Unearthed Arcana were created equal. The new attribute Comeliness, which I detest immensely, was simply a rambling thought exercise by Gygax as part of an update/letter to the "Loyal Readers" regarding the state of the project (see issue #67). Weapon specialization, another poorly thought out concept, is simply mentioned in passing (after a larger section featuring new illusionist spells) as a conversation Gygax had with Len Lakofka with some hastily sketched out (and un-tested) rules, based on Len's unofficial "archer" class. There is no "double specialization" mentioned. 

[sorry, folks, I'm not a big Lakofka fan]

And the cavalier? It was not an off-the-cuff musing like some of these other articles. But it IS different from how it finally appears in the Unearthed Arcana. For one thing, the cavalier is a sub-class of fighter...as it should be!...a horseman specialist based on the chivalric knights of myth and legend.  It is, however, generally a mess, trying to shoehorn the half-baked weapon specialization rules with the theme-specific weapon restrictions, and focus on mounted (i.e. lance combat). Except that elven cavaliers (another concept I abhor) get archery specialization because...elves?  It's pretty dumb/bad, though perhaps not as terrible as the UA version which changed the nature of the paladin class, all for the bad.

However, Gygax admits the cavalier is only half baked; again this is April 1983 and life was pretty complicated (he'd just finalized an acrimonious divorce with his wife of 25 years in March); in his intro to the class he writes:
"As usual, your comments are invited. Input is most desirable, for what appears here is the basis -- not the final form -- of the sub-class. As is also usual, it is unlikely that comments sent to us will receive a direct reply -- there just isn't anyone on staff at this time to handle such work. While I am working to put together AD&D material, and Frank Mentzer is engaged in the revision and expansion of the D&D game system, the Industrious Staff of TSR are seekingpersonnel to fulfill the needs of you, the Understanding Readers. Thus, we should soon have the wherewithal to respond properly to all correspondence. Meanwhile, suffer along and accept my general thanks to all of you."
Sure, Gary. On to California.

So, the Unearthed Arcana is a mixed bag. New weapons, spells (perhaps), barbarian and acrobat classes? Good. Cavalier, comeliness, and weapon specialization? Frigging awful. Yes, the thing was rushed to production without adequate play-testing (or, even, proof-reading) probably because the company was strapped for cash to pay the bills. But this was a planned project, and much of it has Gygax's imagination and good design work imprinted in it. 

And, for me, that's enough to give the UA a second try. Not the whole book, mind you, but much of it. I will, of course, want to go through the old Dragon magazine articles and see which ones need pruning, which ones are unworkable, which ones were 'good enough' before other fingers stepped in to "help" get the book together. It isn't a big deal...something to amuse myself (culling these idea). And, hopefully, something to amuse my players.

[it is, perhaps unfortunate that I have altered the 1E magic system for my home game, as the plethora of new spells and the spell book rules (not to mention cantrips and apprentice MU mechanics) would be far more useful with "standard" 1E. But my system works too good to change it just to add a handful of beloved spells (like dismissal, chain lightning, and teleport without error). Well...we'll see. We'll see]

All right, that's enough for now. My expanded mind has been emptied, and I'll try to get some sleep. Signing off from Mexico!
; )
Just look at this geezer...


Monday, July 22, 2024

D&D Combat

Good morning! Sorry, it's been a while...last week was busy, as was the weekend, though we did have a chance to get back to our on-going exploration of Dragon Wrack. Unfortunately for the kids, the session didn't end well.

It started well enough: they found the hoard of great the red dragon, Usumgallu, and looted the hell out of it for about an hour (for the adventure module, I created a procedure for searching dragon hoards, given that players generally want to pick out the best bits of these piles; it's in the appendix). Time was of the essence as the approaching Red Wing of the dragon army was close to arriving...had they exited the temple-fortress via the tunnel to the dragon pits outside the city, they would have found themselves quickly barbecued. 

However, they instead decided to go back up to he temple proper and find a different exit, blundering into the Black Wing's color guard standing watch over their army's battle standard. While four elite orcs aren't a match for an eight-strong band of seasoned adventurers, the horns and sounds of combat brought another 40 orcs who completely surprised the party and quickly grappled them...all except the assassin, Salamander, whose 17 dexterity allowed him to react, and whose boots of speed allowed him to escape capture.

Total treasure found: 296,147 g.p. plus a huge assortment of unidentified magic items. However, more than half of that was in a bag of holding that was captured by the orcs. Salamander absconded with the party's other bag of holding (it is his, after all). Diego plans on attempting a rescue of the prisoners (that will be our next session). but he's not terribly thrilled at the prospect.

I wanted to write a bit about running D&D combat, especially AD&D combat. I get a lot of questions on the subject (usually via private email), and have thrown in my two cents on various blogs and forums elsewhere. Combat is not, in my opinion, a very difficult thing to do, but one needs to approach it from the right perspective; the correct mindset, I find, is incredibly helpful.

First off, remember D&D is a game. Hold that firmly in mind. I will elaborate on this in a second, but it's important enough to mention first. 

Second, one has to understand that D&D's roots are literary, not cinematic. It is to be expected (these days) that a lot of people coming to the game form many of their assumptions of fantasy adventure from films and television shows (both live-action and animated) that they have watched.  However, it is not useful to think of D&D combat in terms of what one sees on the screen. Cinematic combat, like all things in a cinematic story, is supposed to exist for one (or both) of two reasons: to develop a character or further the plot. 

[of course, some filmmakers will also do combat simply for entertainment (fan service/expectation, etc.) which is why some combat scenes might be called "gratuitous," but let's not digress too much]

Because cinema is a visual medium, combat needs to be visually interesting, and over the years elaborate choreography has been developed to appeal to an audience that (presumably) has watched countless "fight scenes" over the years and need different, more elaborate or intense, forms of stimulation to maintain the viewers' engagement. Scenes play out with fancy maneuvers, camera zooms on individual 'moves' and actions, each swing of the blade being emphasized, each punch or kick being given attention, slow motion being employed to show the specific tripping or headbutting or individual wound that causes a specific form of pain and suffering.  

It is akin to the comic book form of story telling, where each individual panel is a moment of frozen time, to be lingered over by the reader's eye.

Generally speaking, combat in literature is nothing like this. Whether you're talking Tolkien or Howard or any of the other fantasy/pulp influences on D&D, the literary medium is not a place you will find blow-by-blow combat scenes...certainly not on the scale one finds in TV and film.

"About turn!" [Gandalf] shouted. "Draw your sword Thorin!"

There was nothing else to be done, and the goblins did not like it. They came scurrying around the corner in full cry, and found Goblin-cleaver, and Foe-hammer shining cold and bright right in their astonished eyes. The ones in front dropped their torches and gave one yell before they were killed. The ones behind yelled still more, and leaped back knocking over those running after them. "Biter and Beater!" they shrieked, and soon they were all in confusion, and most of them were hurling back the way they had come.
The Hobbit, Chapter 4 (Tolkien)

He beat the creature off with his hands -- it was trying to poison him, as small spiders do to flies -- until he remembered his sword and drew it out. Then the spider jumped back, and he had time to cut his legs loose. After then it was his turn to attack. The spider was evidently not used to things that carried such stings at their sides, or it would have hurried away quicker. Bilbo came at it before it could disappear and stuck it with his sword right in the eyes. Then it went mad and leaped and danced and flung out its legs in horrible jerks, until he killed it with another stroke....
The Hobbit, Chapter 8 (Tolkien)

Jehungir did not try again. That was his last arrow. He drew his scimitar and advanced, confident in his spired helmet and close-meshed mail. Conan met him half-way in a blinding whirl of swords. The curved blades ground together, sprang apart, circled in glittering arcs that blurred the sight which tried to follow them. Octavia, watching, did not see the stroke, but she heard its chopping impact, and saw Jehungir fall, blood spurting from his side where the Cimmerian's steel had sundered his mail and bitten to his spine.
The Devil In Iron (Howard)

Shifting his reddened scimitar to his left hand, he drew the great half-blade of the Yuetshi. Khosatral Khel was towering above him, his arms lifted like mauls, but as the blade caught the sheen of the sun, the giant gave back suddenly. 

But Conan's blood was up. He rushed in, slashing with the crescent blade. And it did not splinter. Under its edge the dusky metal of Khosatral's body gave way like common flesh beneath a cleaver. From the deep gash flowed a strange ichor, and Khosatral cried out like the dirging of a great bell. His terrible arms flailed down, but Conan, quicker than the archers who had died beneath those awful flails, avoided their strokes and struck again and yet again. Khosatral reeled and tottered; his cries were awful to hear, as if metal were given a tongue of pain, as if iron shrieked and bellowed under torment.

Then wheeling away he staggered into the forest; he reeled in his gait, crashed through bushes and caromed off trees. Yet though Conan followed him with the speed of hot passion, the walls and towers of Dagon loomed through the trees before the man came within dagger-reach of the giant.

Then Khosatral turned again, flailing the air with desperate blows, but Conan, fired to berserk fury, was not to be denied. As a panther strikes down a bull moose at bay, so he plunged under the bludgeoning arms and drove the crescent blade to the hilt under the spot where a human's heart would be.

Khosatral reeled and fell.
The Devil Iron (Howard)

Five Picts were dancing about them with fantastic leaps and bounds, waving bloody axes; one of them brandished the woman's red-smeared gown. 

At the sight a red haze swam before Balthus. Lifting his bow he lined the prancing figure, black against the fire, and loosed. The slayer leaped convulsively and fell dead with the arrow through his heart. Then the two men and the dog were upon the startled survivors. Conan was animated merely by his fighting spirit and an old, old racial hate, but Balthus was afire with wrath. 

He met the first Pict to oppose him with a ferocious swipe that split the painted skull, and sprang over his falling body to grapple with the others. But Conan had already killed one of the two he had chosen, and the leap of the Aquilonian was a second late. The warrior was down with the long sword through him even as Balthus' ax was lifted. Turning toward the remaining Pict, Balthus saw Slasher rise from his victim, his great jaws dripping blood.

Balthus said nothing as he looked down at the pitiful forms in the road beside the burning wain. 
Beyond the Black River, Chapter 6 (Howard)

I could go on, of course, citing other examples. I'm currently reading E.C. Tubb's Dumarest saga, a series of science fiction books that seem to have been a major influence on Marc Miller's Traveller game (I am considering starting a classic Traveller campaign and want some inspiration). Reading these old SciFi pulps from the 60s and 70s, one finds plenty of action (Dumarest is a pretty beefy action hero) is less "dripping blood" than in Howard's Conan stuff, but it's still pretty good adventure fiction. It is also well devoid of blow-by-blow tactical exchanges. The specific details of fights are glossed over, unimportant: "they attacked." "he struggled." "the enemy fell, dead." Etc. And then the book goes back to the story, the adventure, at hand.

D&D comes from a literary tradition. It is not D&D's fault that people don't read like they used to; it's not D&D's fault that people discover fantasy through a movie or cartoon instead of a book. But it is OUR fault, if we make the mistake of wanting combat in D&D to be as elaborate and cinematic as we see in an episode of Game of Thrones, and feel disappointed by what the game offers.

Again, back to my first point: D&D is a game. It is NOT a game of combat...it is a game of fantasy adventure. Combat is an important aspect of fantasy adventure: you see this in the literary medium which spawned D&D. Thus, one needs specific rules for running combat. However, combat in and of itself is not the be-all, end-all of the genre. It is just one aspect, and requires only as much importance as what it gets.

Thus, we have D&D (or, for my purposes, AD&D) combat. We have attack rolls and damage rolls and hit points. We have initiative. We have surprise. We have lists of armor and weapons, and we have rules for minor tactical maneuvers: charging, attacking people that flee, auto-hits on characters that have been paralyzed by magic effects, etc. It is not an elaborate game of strike, parry, dodge, roll with punch, strike for weak spots, etc...it is an abstract system for resolving fights quickly and simply. Because that's what it emulates. You want that other stuff, go play Palladium (Kevin Siembieda was a comic book guy FIRST, and it shows in his system). You want realism with regard to death and dismemberment, go play 1st edition Stormbringer (which wonderfully emulates the non-heroic literature of Moorcock's fiction). That's not what D&D is. 

Heroic. Fantasy. Adventure. Game. 

Characters fight until they're dead, they flee, they surrender, or they're victorious. That's it. And then...back to the adventure. Back to what's going on. In a game of "resource management," hit points are the characters' most important resource...because when they're done, you're done.

Mm. Of course my players had plenty of hit points remaining when they were captured. I suppose hit points and brains are the players' most important resources, followed closely by luck. Guess I should have said "hit points are the characters' most important measurable resource." Yeah, that makes more sense.

All right...that's enough for now.

Saturday, June 22, 2024

"D&D Is The Best"

My family will be leaving town on Sunday, and I don't plan on bringing my laptop...it'll be a couple weeks before you see much (if any) blogging from Yours Truly.  But I want to leave folks with something to chew over...

We've been continuing our play of Dragon Wrack this week...session #5 was Friday, and we put in a solid four hours, though I'd estimate the total play time prior to be something in the 10-12 hour range. Kids are having a great time, the title of this post was an un-prompted quote from my daughter towards he end of the session, after a pretty good battle between the party and some 14 elite gnolls. 

The running has gone much smoother, now that we're into the heart of the thing; I am much more pleased with the adventure than my initial impression. Yeah, there are still frustrating bits: it really needs some organization with regard to which troops are where and when and available, and responses to invaders (like the PCs). But MOST of this is there already, and I've been able to dig it out...just procedurally slower than I like (due to the lack of organization). Yet another reason not to write your adventures too big.

The time pressure aspect is great. Heck, the scenario itself is pretty great. But best, perhaps, to describe the action in specifics for the interested, rather than gush without context.

*SPOILERS* to follow.

As I wrote before, the players decided to leave the majority of the party behind in order to scout the temple-fortress of Tiamat using Salamander (elf assassin) and Potter (half-elf fighter). These are my kids' most successful PCs to date; they break them out for tougher adventures, and they've had more than their fair share of good luck in surviving. They took a total of eight party members with them, replacing Tanin and Teek among the pre-gens with their own PCs, and bringing along Carnen, Father Ellis, Goldie, Gythwynn, Hasslehoff, and Raistel...a good mix of fighting, magic, thieving, and healing. Because of their party selection, their adventure started on June 11th of the scenario timeline, the same day the Black Wing of the Dragon Army was scheduled to arrive from the south (although the players got to start their day at dawn, and the Wing wouldn't arrive until afternoon).

Not that it mattered, as they ended up waiting for the army's arrival and joining the train of orcish troops filing into the fortress. Gythwynn cast invisibility on Potter, Sal disguised himself, and the two were able to skate their way through the section reserved for the Black Wing...up until they were confronted by an officer and some troops and decided to blood themselves. This led to a frantic flight through a (fortunately) empty section of the fortress, eventually ending up in the dungeons below the main temple level. 

Despite the Black section being on alert, the training grounds were still somewhat understaffed (the Black Wing only having just arrived) and Salamander managed to bluff his way past the skeleton staff in the dungeon area as 'just another orc' informing the troops about the alert. Potter, at this point, was STILL invisible, just tagging along with Sal (i.e. staying close at hand) without breaking the enchantment. Together the pair found their way into the massive Hall of Obeisance, (rightly) guessing they were on the precipice of Tiamat's lair...and turning away as quickly and quietly as possible.

Instead they found themselves in the Court of Inquisition where the Grand Inquisitor was sharpening his knives. Un-fooled by the assassin's disguise and paltry excuse, a melee ensued with Potter breaking the invisibility spell and landing several devastating blows. The wizard was unable to get a single spell finished before being gutted (he lost initiative every round, despite using 1 segment spells). After looting the body, they first tried disguising the fighter (this failed miserably) before the assassin decided to imitate the G.I. himself. The pair then decided to split up in order to look for their imprisoned companions.

[the adventure contains 12 pre-generated characters. Players choose which character they will use to a maximum of TEN; all non-used characters are considered imprisoned and can be found and freed to create allies...or replace dead PCs...in the adventure]

Their idea being to add "muscle" to the party on the inside. At the same time, they had told their companions outside the temple to wait until midnight when Sal and Potter would drop a rope down from the roof, allowing everyone to scale/invade the place from the top. At this point, they still had 4-5 hours till the appointed time.

Splitting up proved...not terribly effective. Salamander did find the Inquisitor's chambers (treasure!) and secret laboratory, along with the G.I.'s apprentice (a 12th level magic-user). Another fight ensued and the assassin had to make several saving throws versus wands (paralysis) before finally dispatching his foe. Fortunately, his bag of holding was far from full, as he carefully wrapped and stored more than a dozen potions of unknown type.

Potter meanwhile, had found himself in an upstairs shrine, before somehow managing to end up back in the Hall of Obeisance, just in time to encounter a huge congregation of Dark Priests (more than a dozen) preparing for their evening services). Running through the twisting corridors, he managed to avoid being pinched, but ended up back in the Black Wing section, where he was forced to butcher a few temple guardsmen as well as a pair of orcs guarding the armory.

He then stumbled into the lair of Umudabrutu, the ancient mount of the Black Wing's dragon lord.

Surprise was rolled and, unfortunately, Potter was surprised. Even more unfortunately, 'Blackie' (as the orcs call him) was not surprised, nor was he asleep (50% chance). Having heard the alarm horns above and now seeing a half-elf warrior, bloody sword in hand, the great beast uttered but one word ("No.") before unleashing a stream of acid at the adventurer. Potter had 61 hit points; the dragon's breath weapon did 64, reducing him to -3 (failed saving throw)...still alive, but just barely clinging to life.

Several of the PC's magic items were destroyed by the acid, including his boots of elvenkind and ring of free action. However, his ring of regeneration (just acquired from the Grand Inquisitor and worn, but unidentified) DID survive. I ruled that the ring could do nothing to heal the acid damage (acid being acid), but the ring would prevent the character from losing further hit points from pain/trauma. A perpetual state of suffering...until Umudabrutu decided he wanted a snack. At this point, the dragon was content to return to his slumber, assuming the intruder had been dealt with.

Meanwhile, Salamander was still exploring the dungeons, disguised as the Grand Inquisitor (I gave a higher chance of failure for attempting to imitate a specific individual). He bluffed his way past the skeleton crew of hobgoblins in the Green section, and found his way into a dragon cave of his own...albeit one without the dragon (the Green Wing of the army still marching back from Coeur D'Alene, and not expected to arrive till June 16th). Dumping most non-essentials from his bag of holding, Sal proceeded to search and fill the thing with all the choicest goodies he could find...after several hours spent digging through the piles (I wrote up some procedurals in the module for searching dragon hoards...given that there are several in the adventure); he'd manaaged to catalogue several dozen pieces of jewelry and fine gem stones, a number of "unusual" (read: magic) items and some 10,000+ coins of gold and/or platinum, filling the thing to bursting. He then threw the (now large) duffle over his shoulder and left through a long, natural tunnel which...after about an hour's walk through filth and excrement...exited in the the dragon pits dug outside the city walls, the designated area for the Green army to bivouac.

From there he hiked back to town, scaled the wall, pulled his sack up with a rope, and made his way back to the inn where his compatriots waited.

Now for the bit "particular to JB's campaign:" I have written before that I allow PCs to advance in level without training (after a period of rest/reflection, though only between sessions and generally once they have left a dangerous environment). However, we have an additional, long-standing house rule with regard to players who have been "zeroed out" on their HP totals: if advancement and level increase brings enough hit points to raise a character above zero HPs, then they do NOT require the mandatory week of rest (or use of a heal spell) to get back to adventuring shape. Call it our 'homage' to literary/heroic adventure fiction stuff. 

Anyway, when we calc'd the x.p. at the end of the session, we found that Potter had leveled up to 8th, based on combat experience alone. A roll of the D10 gave him another six hit points, putting his total back up to three, allowing him to 'get back into the fight.' The ring of regeneration still wouldn't function with the acid burns but the half-elf had a potion of extra healing stashed in his backpack (which had miraculous made its save versus acid) and...at the beginning of our next session...was able to sneak away without waking the dragon.

Potter thence made his way to the armory...still unguarded at this point...where he found replacement boots, a closed-visored helm, and some Black Wing livery, before moving on. In the training hall he encountered a large troop of Black Wing soldiers marshaling into patrol groups to look for "the intruder" and was able to pass himself off as one of them, thanks to his fluent orcish and rather scarred and discolored (as yet unhealed) flesh. 

Potter spent the next several hours marching the halls before being relieved and sent to the barracks for rest, where he was able to grab a bite to eat and retire without being discovered...the other troops generally exhausted from marching all day and then the late night alert duty.

While the half-elf slept, Sal and Co. formulated a new plan of action: they would use the dragon pits as their way of ingress into the temple complex, find their missing (imprisoned) companions and sack the place from below. The bag of holding was emptied into several trunks and armoires, which were moved to a single inn room and wizard locked. The party left the city through the northern gates before first light, hearing rumors that the Red Wing was on the march and would be arriving sometime that day (June 12th). Coming in through the (still vacant) Green camp, they made their way down the tunnel to the 'hoard cavern,' and then up a set of stairs back to the main level of the temple-fortress.

Luck was with them as they encountered no patrols, despite the place still being on alert. Finding their way back to the throne room, Sal deduced that there may be SEVERAL un-guarded dragon hoards worth plundering, and they cautiously launched a systematic approach to finding these. Still disguised as the Grand Inquisitor, a squad of frost goblins were bluffed into letting them past, where they discovered the assassin's theory was indeed correct and they uncovered another hoard...though a paltry one in comparison to the earlier offerings. Still, the use of detect magic allowed the group to sus out any enchantments buried in the pile, and they spent a good deal of time collecting the best the hoard had.

Potter, meanwhile was awakened and fed, before being assigned to patrol duty again. "Our spies tell us the Allied host will be here in three days time, and we still need to drill and prep. The Red Wing should be arriving this afternoon and we don't want to look like fools!" On patrol circuit, the half-elf was able to sneak away as they passed through the Grand Hall and hid himself in an empty antechamber, trying to figure a way out of his predicament.

20 minutes later, the sounds of booted feet entering the Hall heralded the arrival of a motley crew of adventurers, reuniting the invaders.

After swapping stories and sharing intel, "the Plan" continued: the group made their way to a new section of the fortress, intent on finding the red dragon's hoard before the Red Wing arrived. What they encountered instead were mailed duergar clad in blue livery...soldiers who were not fooled by the inquisitor's act. Spurning caution, the party cut down the dwarves and then descended a stairwell which did, indeed, lead to a much larger hoard. Overjoyed, the party began looting the place of gems, jewelry, detectable magic and valuable coins, while Potter (quite healed by his clerical companions) kept a lookout at the top of the stairs. 

The attack, however, would come from below: a side passage through which streamed a dozen or so duergar soldiers.

The melee that ensued went well for the thiev...er, "heroes," and minimal damage was sustained. After inspecting the corpses for loot, they hid the bodies beneath piles of copper and silver, and spent another hour or so filling their bags of holding (the party had two) to capacity. However, rather than escape through the (presumably empty) blue dragon pits, they decided to once again go back to the main level and seek out the final hoard, deciding it was probably the biggest prize in the place.

Again avoiding patrols, they investigated the one section not yet explored...and blundered into the gnolls guarding the Red Gate. Horns were sounded and battle was joined...and then 10 more gnolls up from the training grounds below attacked from both the flank and rear of the party. Sacks were dropped, loot was scattered. The battle was fierce (elite gnolls are no slouches), but a well-timed (and well-placed) fireball from the mage wiped out half the beastmen. The remainder died to the last, stoutly passing their morale checks. 

And that's where we left off. 

It is almost noon on June the 12th. The fortress is in a state of alarm. Although currently under-staffed, the Red Wing is fast approaching. The party is currently standing in the midst of a massacre...and 120' away from the stairs that lead down to the hoard they've been searching for. Lord Hurneth, high comander of the Red Wing, will arrive at the fortress at approximately 2pm. When he does, it will be astride Usumgallu, his ancient red dragon. Tired from the long journey, the huge red will crawl through the gate and go down to his hoard, hoping for a good rest. If he finds his hoard disturbed (or in the midst of being looted) he is likely to be...unhappy.

[Lord Hurneth will be at the head of his elite soldiers: some 300 gnolls, brigands, ogres and officers, as well as 100 of the hell-fueled Red Berserkers, his crack terror troops. These will quickly take up residence in the section designated for their wing]

Escaping from Usumgallu's cavern through the dragon pits (as Salamander did the evening before) will be problematic, as the Red camp will be occupied by the remainder of Hurneth forces, including hill giants, trolls, and another five red dragons. Prospects for survival in that direction appear...grim.
; )

[something-something 'enough rope to hang themselves'...]

All right, that's enough. Apologies for the length of the post but, as I said, I'll be out for a while. I doubt we'll be getting in another session before we leave, so notes like these will help me remember the situation when we get back into town. Thanks for the indulgence, and I'll write when I get back.

Current Party Status:

Salamander (9th level assassin): 26 of 52 hit points
Potter (8th level fighter): 54 of 67 hit points
Carnen (10th level fighter): 77 of 92 hit points
Father Ellis (10th level cleric): 49 of 54 hit points
Goldie (11th level bard): 84 hit points
Gythwynn (5th/9th fighter/magic-user): 33 of 40 hit points
Hasslehoff (12th level thief): 33 of 52 hit points
Raistel (11th level magic-user): 34 of 38 hit points

Tuesday, November 8, 2022

Just Spitballing

The other evening my son was complaining that he "didn't have anything to read;" a blatant lie since there are book shelves throughout our home (Six in the office alone! Two in my kids' bedroom) literally overflowing with books. Really...we have about (hold on, I'm counting)....eleven-ish book shelves PLUS piles of books on bedside tables, side tables, coffee tables, etc.

Why don't you read one of the three books you just got from the library the other day? "They're BORING. I want something that's like D&D...like with D&D characters, doing D&D stuff." Oh. 

I picked up a copy of Dragons of an Autumn Twilight off the shelf I have designated for nostalgic-crap-paperbacks and handed it to him. Yes: I am a terrible parent.

"Hickman? Didn't he write Ravenloft?" Yep. "What's this?" It's a D&D book about D&D characters doing D&D things. "Really?" Yeah. It's crap, but when I was your age, I thought it was great.

*sigh*

My own Dragonlance journey is evolving in a different fashion. My research has been more focused on The Atlas of the Dragonlance World, DL11: Dragons of Glory, DL14: Dragons of Triumph, and (to lesser extents) the Players Guide to the Dragonlance Campaign and the 2nd Edition Tales of the Lance. What might be surprising, though, is HOW I'm using them...see, I don't really give a rip about rules for kender or minotaurs or the various knightly (proto-)prestige class mechanics: that's all stuff I can do myself (and probably in an easier, if not more eloquent, fashion).

Likewise, I'm not overly concerned with the creation myths and pseudo-history of Krynn (or their particular cosmology which is mostly silly and generally ignored in the fiction and published adventures)...who cares with how gully dwarves came into being?  Instead, I'm mining the thing for information that IS useful for a campaign set in the DL world: nations and states, population demographics, climate conditions, geography (pre- and post-Cataclysm), trade goods. All that is ALSO stuff I could weave from whole cloth myself...but it's a lot less work for me if I just use their stuff and worry about how it all factors into their economy and the economic war machine.

Dragons of Glory is also an interesting book...probably more interesting than most people give it credit for. "Timelines of the universe" (when the gods were created; when the gods created humans, elves, etc.) are NOT interesting (and anyway, shouldn't that all be confined to the realms of myth and creation story, i.e. like our "real world?"). Timelines of war and the movements of armies ARE...so long as they can be grounded in some semblance of reality. DL11 is one of the first places I've seen that shows another great justification for the "no cleric" world of Krynn: armies are forced to carry their own provisions, rather than rely on create food spells (ridiculously low level in AD&D). And how much food does a dragon eat, anyway? Sure, dragons are the fantasy equivalent of "air support" but are they troop transports, resupply vessels, or strafing/bombing vehicles? Remember: dragons are lazy (chromatic dragons, especially, have high "sleeping" percentages)...they are not uber-monsters that can go-go-go, indefinitely.

I know, I know..."Who cares, JB? We're not running a wargame here!" No, you're not...and neither am I. But it's important for world building. I keep coming back to that term; one of these days, I'll spend 10,000+ words defining exactly what I mean. Here's the TL;DR version: it's the OPPOSITE of half-assing one's scenario creation for your D&D campaign. Lookie here:

Say you're a DM that wants to run an adventure for a group of friends. You've got this great "tomb" adventure or...hell...how about a module? Let's say I3: Pharaoh (I remember that one being pretty good). You set a weekend aside and run it for your buddies. They have a great time. "Can we do it again next week?" Do what? "Play D&D!" Um...sure. What do you want, another tomb?

Set aside (for the purpose of this post) all thought of the "mega-dungeon," a relic from the most primordial days but bearing as little resemblance to the glory of the "true" D&D game as a board game (board games are more succinct and satisfying than mega-dungeons, in my Not So Humble opinion). As I said: set it aside for the moment. What do YOU, Mr./Ms. DM plan on doing next? You, Dancing Monkey, how are you going to entertain these individuals, week-after-week, month-after-month, year-after-year? You going to keep buying PDFs off of DriveThruRPG for the requisite levels of your players?

How empty.

You need a world; you need context for your players. NOT background (and certainly not "backstory!")...just a world for exploration. Dungeons? Sure...you can shoehorn dungeons into most any world. Krynn's got a dozen plus (the DL series). Greyhawk's got a bunch. I know Mystara does. And I'm sure Ye Old Forgotten Realms has a plethora, even before the advent of 2E (wasn't the "H" series of Bloodstone set in FR?). I've had no problem slotting pre-published modules of all stripes into MY campaign world (a fantasy Washington State). "Insert dungeon" is standard operating practice

But the world...you need the world. Without the world, it's all hollow. 

Ugh. Okay. I'm going to try to write about this tomorrow (though it's my kids' short school day; maybe Thursday?). Just too many distractions today. School shooting down the street. Wife freaking out. Kids coming home early. Mid-term voting. And ALSO the start of basketball season (for the boy...kids plays all the sports). Jeez. Busy day. Currently finishing this post at a bar while drinking a beer...but I've got to go.

More later. 

Wednesday, May 11, 2022

Dragons & Hoards

This could probably have been entitled "Fantasy Economics (p.3)" but I thought the subject deserved a catchier title. 'Cause today we're talking dragons.

While it's easy to grasp how treasure might be mined, minted, and circulated in coin form (and thus acquired by adventurers) a more pressing/nagging question for some folks is certainly 'why do monsters hoard treasure?' While ancient tombs guarded by undead Midas-types are self-explanatory (reasons why they're un-looted remain unclear), what's less obvious may be the desire by living folk...the orcs and goblins and giants and whatnot...to acquire chests full of the local human currency. Surely they're not a part of the local economy, right? You don't find hobgoblins drinking at the tavern or shopping for knives at the local farmer's market, do you?

[well, you could, of course. The DragonLance books have occupying soldiers (including hobgoblins and draconians) interacting with the locals, buying food and drink, harassing the barmaids, etc. But injecting this kind of symbiotic relationship with sentient humanoids into one's campaign might make the players feel more like murderers than they already do!]

The mistake here is in assuming that the monsters have no economy of their own. Okay, slimes and golems and owlbears (probably) don't...but the sentient races most certainly have something. These are tool-using societies. They build, they manufacture, they eat food, they wear textiles, they have a language for communicating with each other. And remember what coinage is: an easy, portable medium of exchange for goods and services. Coins are certainly useful and practical for ANY sentient species, both within their own community and with other communities...at least those communities that aren't as xenophobic (and murderous) as your average human town or village.

[remember that bit in Tolkien about some goblins/orcs having alliances with dwarves? Forget "racial animosity" for a moment and consider that two subterranean species are most likely to simply be fighting...when they ARE fighting...over the same prime territory/resources/food supply. Kind of like real life humans]

Dragons, however, are a different matter.

Even mind flayers have societies (though probably not one you want to visit). Dragons, on the other hand, are solitary creatures, only occasionally being found with a mate or clutch of young. And yet dragons are renowned for their treasure hoards...in fact, it is the promised acquisition of vast wealth that can entice foolhardy adventurers to brave certain death in a dragon's lair.

[I mean, except for the grossly stupid 5E version of the game, with its empty-handed dragons]

But WHY do dragons have hoards filled with thousands upon thousands of coins? That is the question. Because it's a fairy tale trope? Because they collect shiny stuff like a magpie? Because they just want to deprive humans of their precious wealth?

The film Flight of Dragons (loosely based on Dickson's The Dragon and the George) suggests dragons covet gold to act as "fireproof bedding" on which to lay. I'm not buying it. Lizards and snakes suffer little discomfort sleeping on hard rock (they prefer it, in fact, as it helps warm their cold blood on a sunny day)...and, anyway, dirt is softer than metal and just as fireproof. Plus, dragon breath is extremely destructive...certainly hot enough to melt gold (in the case of red dragons). Besides, D&D dragons aren't exclusively fire-breathers and is a gold bed really going to help against acid saliva? How about electricity?

Let's start with biology.

The first thing everyone should understand is that dragons need to eat. However, they appear reptilian, which would generally means a slower metabolism. Large snakes (like boa constrictors) can go three to four weeks without eating. Crocodiles can go months (though they generally eat every other week). Komodo dragons eat only one meal per month.

So dragons probably don't need to eat all that often...which is a good thing because, being large creatures, they're going to need to consume large amounts of food when they finally tuck in. A snake will eat 15-20% of its body weight; Komodo dragons can eat as much as 80% of their body weight in a single day. Crocodiles and alligators generally eat as much as their prey supply allows (they'll just keep eating), but they can get by on 5% of their body weight every couple weeks and they're just fine. For me, I'm inclined to go the Komodo route (with long periods of sleeping/dormancy) in order to prevent the countryside from becoming too devastated.

Well, then how much does a dragon weigh? An excellent question, and one without an easy answer. Lots of editions of D&D provide numbers on length for the various dragon types, and some even give out wingspans (I think it's 2E that notes span as approximately the same as length), but there isn't any hard weight measurements...unless you go by 3E's size charts which are, frankly, preposterous. Dragons have to be able to fly, after all, and so weight in relation to wings becomes incredibly important.

Here's a good article on wing loading, applicable to both animals and aircraft. Wing load is expressed as a ratio of mass (in kg) to wing surface area (in square meters), and with regard to birds (who don't benefit from jet propulsion) the practical limit for flight is about 25:1 (some particularly ungainly gliders, like the albatross, might exceed this a bit). That is to say if the mass exceeds 25kg to the square meter of wing surface area, it ain't getting off the ground (hello kiwi!). As such, clocking a "colossal" red dragon at 12+ tons (per the 3E MM)...well, it ain't happening.

I spent the good part of the other day estimating mass based on comparable reptiles and various sizes of wings to arrive at sensible conclusions. In the end, I ended up going with ratios provided by the greatest dragon ever to grace celluloid: Vermithrax Pejorative from the film Dragonslayer. Created by Hal Barwood and Matthew Robbins, the idea behind Vermithrax was to make the creature as frightening as possible while still making it fairly realistic and practical. The scale they decided on was a 40' length (which is more or less the scale of a D&D dragon) with a wingspan of 90' which, based on images I calculate to have a rough surface area of 107 meters square plus change. Given a scaled up Komodo for weight (something in the range of about 3 tons...Vermithrax is skinnier/tapered after all, and female to boot) gives us a wing load ratio right at the edge of the 25:1 mark...enough to get Vermithrax off the ground where she can soar on the air currents.

With these figures in mind and using the same proportions (in conjunction with the length measurements provided in the Monster Manual), I came up with the following average weights for various dragons (and, thus, the amount of food they need to consume):
  • White: 1,620# (1,296# per month)
  • Black: 2,531# (2,025# per month)
  • Green: 3,645# (2,916# per month)
  • Blue: 4,961# (3,968# per month)
  • Red: 6,480# (5,184# per month)
There are better pix of
her wings...I just like this one.
These figures are ROUGH estimates, and don't take into account the vast range that can occur between size and age categories (not to mention dragons of different sexes...in the reptile kingdom males are generally 15-25% larger than females). However, it gives me an idea of what such a creature might be eating based on its natural habitat. 

[for example, a white dragon would do well with large seals or the odd polar bear, whereas a red dragon will need two or three cows, and a black dragon would be constantly eating whatever it can find in the swamp...much like a croc. Blue dragons would find it impossible to survive in a desert climate, unless eating some sort of fantasy critter (bulettes? small purple worms?)...in my own world, I'm more inclined to make them island dwellers and have 'em hunt pilot whale and similar aquatic mammals]

"But, JB...what does this have to do with a dragon's lust for treasure?"

Right...back to the point! This concept of dragons and their hoards are based on fairy tales, going all the way back to Fafnir, if not earlier. But fairy tales are stories and self-contained. They entertain us, perhaps impart a moral lesson, and then they're done...folks live 'happily ever after' or (like Beowulf) they don't. 

But with advanced gaming, we are engaging with the campaign world, living in it and experiencing the thing. The treasure of a dragon (for treasure they must have, it is part of what makes a dragon a dragon and part of the raison d'etre of adventurers braving their lairs) must make some sense. Certainly the size of the hoard being comparable to the dragon's age and might is sensible...it takes time to accumulate wealth, and dragons are long lived. But what about the HOW and WHY? Dragon claws aren't really designed for subtle manipulation, like picking up and counting coins. And while I can understand the odd magic item or piece of jewelry being the remains of would-be slayers that found their way into the dragon's den, surely those dead adventurers weren't carrying hundreds (or thousands) of pounds of coin on them...they went seeking death with EMPTY sacks, not ones already bursting.

It seems clear to me that for a creature that doesn't mine, and doesn't manufacture (or mint) that the best explanation for the treasure hoard is that it is TRIBUTE...tribute paid by lesser beings, bribes (in a way), to prevent the dragon from destroying villages and consuming both citizens and livestock. Of course, dragons don't go on shopping sprees, so the tribute simply accumulates over time (the hoard grows larger and larger) but dragons are an intelligent species...even the stupidest having an intelligence of 8 or 9...so they must have a reason for wanting and accepting such offerings:
  1. Being an intelligent species, they understand the value of treasure and the size of their hoard is a matter of prestige and pride. A larger hoard symbolizes more power, thus a "better," stronger, smarter dragon. Dragons don't appear to have a society (though they might, just one invisible to the average human) but hoard comparisons could be used to determine rank and status among their own kind.
  2. Size and composition of hoard would certainly be a factor in determining the suitability of a mate. D&D dragons are found in mated pairs, suggesting a form of monogamy or "mating for life." Not only does a dragon's hoard describe a better (more powerful) partner, but the joining of two dragons requires one to leave its hoard behind (they have no way to transport it!), so the dominant of the two must have a hoard of sufficient size for the both of them.
  3. Dragons, as stated, need to eat...a lot!...even though (like reptiles) they can experience long periods of dormancy. While human-sized prey is hardly a snack for any size dragon (and a halfling isn't even a mouthful), a party of humans, plus their mounts and pack animals, might prove enough food that they can go without leaving their lair (thus conserving energy) for a longer period of time. A treasure hoard is thus an enticement for "intelligent" (i.e. foolhardy) prey to come to them
  4. Finally, D&D dragons are portrayed as "cowardly" because of the rules for subduing dragons; however, this just shows their intelligence and sense of self-preservation. While dragons are loathe to relinquish any of their treasure (because a diminished hoard size is detrimental to the motives already listed) bribing powerful individuals is better than dying. Should a party prove too strong for an individual dragon, the hoard can be used to "buy off" the invaders. Being an intelligent being with a lifespan measured in centuries, dragons can afford to take the "long view;" better for a young dragon to seek greener pastures, establishing a new lair and beginning (again) the acquisition of tribute. Thus, the hoard also represents a bit of a "safety net," though some particularly old and curmudgeonly dragons might find it worth dying for ('I ain't moving!').
And so we have yet another reason that monsters will have a desire to accumulate treasure: living in wilderness areas inhabited by dragons, such creatures (goblins, trolls, ogres, etc.) will need all the money they can mine, borrow, or steal just to keep the dragons from devouring their villages. Human towns...what with their curtain walls and towers, armored knights and wizards...are too dangerous (or too much of a pain in the ass) for the average dragon to bother with. But out in the wilderness...in the swamps or mountains or jungle or arctic regions...a dragon can get by, hunting large game and reaping the rewards of subservient, fearful lesser beings who also make their homes far from the murderous humans and their allies.

Makes perfect sense to me.
; )

Tuesday, January 25, 2022

Sorcery I Like

Well, what do you know: a quiet moment around the old home front, for a change.

I'll be honest: I've (perhaps) had the opportunity to blog recently, just not the spirit. Just lots of things over-occupying my brain/attention. It gave me some peace to simply withdraw from the whole blog-o-sphere for a few days, rather than tread water with throwaway posts and comments. Not that this isn't (perhaps) a throwaway post, but there's enough quiet right now that I can sit and type-type-typity-type.

Mmm. With cup of hot coffee at hand.

Yesterday (or maybe the day before) I had the chance to read Clark Ashton Smith's second Xiccarph story, The Flower-Women (to give credit where credit's due, I only learned about Xiccarph after Maliszewski wrote about it a week or so ago). I like Smith's stuff, though I've read precious little of it (perhaps a dozen of his short stories). His work is reminiscent of other writers, though I recognize he was probably the influence on them, rather than the reverse. But his stuff is (usually) punchy and short, perhaps only slowed down by an expansive vocabulary that requires me to look up two-three words with every reading. 

[quick: who can tell me the definition of odalisque off the top of your head?]

I also like this bit about Smith's writing, aptly summed up by James in his (previously mentioned) post:
Smith is almost unique in the history of pulp fantasy for sympathizing with his evil sorcerers, or at least presenting their thoughts and perspectives sympathetically. It's what sets him apart from both Lovecraft, whose antagonists' motives are largely inscrutable, and Howard, whose dark magicians are never portrayed as anything but villains to be cut down.
I think it's fair to say that, for much of my life, I was one of those who tended to "root for the bad guy" both in story and film. Not always, but often enough. Many times over the years I found myself wishing the villain would triumph, the hero would be cut down (or disgraced), the evil plot would unfold according to its nefarious plan. However, this was certainly more the case when I was a kid...having (in later life) viewed films and such where evil did triumph, I confess that the result is generally unsatisfying.

[perhaps my initial rooting for bad was fueled by too much sympathy for Wile E. Coyote and Sylvester the Cat. My wife, to this day, HATES Tweety Bird, and I can't say it's difficult to understand why]

*ahem*

Anyway, black-hearted sorcerers have long been "my cup o tea;" I think it's fair to say that's part of my fandom of Moorcock's Elric stories, despite the general whininess of their protagonist (for me, his constant bitching-moaning is balanced out by his dark sense of humor and occasional bursts of action). But I like necromancers and black magicians of all sorts; when it comes to sorcerous characters, I become a BIG champion of the flawed, antihero type...a cardboard stereotype that I usually loathe in other genres (action films and supers comics, to name two).

I guess I just like my magic a little transgressive? I mean, sorcery transgresses the laws of reality, so shouldn't a sorcerer transgress cultural/societal norms (the laws of man)?

Eh. Not trying to get too deep here. The heart wants what the heart wants. The funny thing is this: with regard to Dungeons & Dragons, I have long said that my personal play style lines up far better with the fighter type than any other archetype. Even when playing another class (bards, clerics...even thieves) I tend to run my character like a fighter. Bold. Brazen. Hacky-slashy. My old DM famously precluded me from playing anything but a fighter in the last campaign she ran, because I 'always acted like a fighter anyway.' 

I've played a lot of too-loud "war priests" over the years.

Magic-user was the last class I was interested in playing...so much so that, with regard to D&D, I'd never run one as a PC until a Con game in 2019.

[okay, okay...I did play ONE wizard back in a SINGLE session of 3E/D20 years ago, but I gave him feats like "martial weapon proficiency" so that I could use swords, etc. Natch, I was doing Gandalf...and the DM quit the game in disgust when he saw I hadn't taken an "optimal build" for the character. One of the events that led to my disillusionment with that particular edition...]

HOWEVER, while I've generally stayed away from the magic-user class over the years, upon reflection (after reading The Flower-Women) I realized I actually had a hankering to play just such a character...a proper D&D (or, rather, AD&D) -style sorcerer. An old school magic-user. 

That character I played back in the 2019 convention? Probably the best time / most fun I've had as a player in a loooong time. And just to re-tell an old saw (for folks who don't want to read the old post):
  • We were using Holmes Basic rules, MINUS the wonky combat (no double attack daggers!).
  • PCs were rolled randomly at the table (3d6) in order; I took magic-user only because I didn't have the stats for anything else.
  • My one spell was protection from evil and it was expended in the first room of the dungeon.
  • I spent the majority of the three hour time slot with 1 hit point (due to being wounded) and no spells.
  • I was only slain by another party member at the end of the session for (reasons).
And it was still a great time. Despite my character's fragility and lack of "usefulness" (sleep spells, charm spells, combat ability, etc.) I was able to contribute and...many times...take the lead on our eight-man band of misfit adventurers. I used the character's multiple languages and negotiating ability, I used poles and oil and torches, I preceded others into trap doors and tight spaces (okay...probably a little foolhardiness there, but not much to lose in a con game), and I was able to help direct attacks...and throw the occasional dagger...such that we didn't lose a single party member over the course of the session. And that's with 1st level characters and zero healing magic.

I was the only magic-user in the party.

The challenge of playing such a character is/was fairly exhilarating. Trying to find ways to be useful (without getting killed) was far more challenging than other (D&D) games I'd played: games where I had lots of hit points and/or good armor and a feeling of invincibility (at least for the first hit or so). I can only imagine the fun that could be had with the increased effectiveness (more spells) and survivability of playing such a character in the Advanced version of the game...it's not difficult to visualize the manifestation of an "imperious sorcerer" the likes of Maal Dweb. Gradually, of course.

The main difficulty, as always, is finding the right Dungeon Master. *sigh*

I've messed around over the years with a lot of different design tweaks for the D&D magic-user. Most of these have ended up being nothing but junk. What follows are my current "house rules" for the magic-user class in my home game (if not otherwise stated, rules are as per 1E PHB/DMG):
  • Magic-users begin the game with three 1st level spells, randomly determined (per the DMG). 
  • There is no read magic spell; magic-users can read magic-user spell scrolls automatically.
  • All spells known may be cast once per day; a particular spell may not be cast more than once per day (no multiple memorizations of a single spell).
  • New spells are added after training upon reaching a new level of experience; new spells are presumed in the cost for training. Preferred spells are chosen by player and then diced for based on Intelligence (per PHB). Spells from spell scrolls and spell books may not be added to the magic-user's repertoire of spells...a magic-user knows what he/she knows.
  • Spell books are part talisman, part grimoire, part journal/scientific notes. Study of the spell book is needed to regain spells. Spell books can be prohibitively expensive to replace; losing (stealing) one's spell book is akin to losing (stealing) one's power. Magic-users will endeavor to recover lost (stolen) spell books (and will punish thieves with great vengeance, if possible).
We've been using these rules for a while now (a couple years) and they work for us; i.e. there haven't been any complaints. I'm sure long-time AD&D players will recoil at the thought of NOT having the option of adding "extra" spells to their spell book; in practice, it's been a non-issue (and it's a lot more convenient to simply HAVE the spells available then to need to search them out). The bonus spells at 1st level provide additional effectiveness to the new character, and the randomness and single memorization clause ensures creative use of even the most "worthless" spell (all spells are precious commodities to be treasured by the first level magic-user). 

We have yet to see a thief reach 10th level (or any high level illusionists/rangers) so it's hard to say how their abilities to "read (magic-user) magic" will interact with these rules. As it's a bridge we've yet to cross, I'm content to leave the issue alone and continue with what works...for now.

As an aside: spell-casting dragons in my world know spells as a magic-user equal to their hit dice (a red with 10 HD, for example, would know spells as a 10th level magic-user). This makes dragons considerably more magical...at least the ones that can use magic (I've toyed with the idea of making ALL dragons speaking and magic-using, but I like the idea of there being more "vermin-esque" dragons who are ignorant...and mundane...threats to civilized folk). For me, in addition to dragons being more sorcerous, this helps justify the dragons' hoards, as magic-users pay them in coin and treasure to be trained in higher level spells (what "magic schools" there are being few and, often, strictly regulated).

All right, the coffee pot is empty and the brew in my mug is considerably cooler than when it was first poured (and the house is not nearly as quiet...the wife is wanting me to make lunch), so I'll sign off for now. Hope y'all are having a good January.
: )