- Bonus Bestiary by Pathfinder featuring some old AD&D monsters now written up for D20 (no big whoop, since I no longer play D20, but I may use them as inspiration for B/X monsters).
- Quickstart Rules and Adventure for White Wolf's Geist the Sin-Eaters. What the f---? This is the "7th storyteller game set in the World of Darkness?" I thought that was the Hunters Hunted? Or Demon? Or the Prometheans? Or something else...by my count there's been at least nine games set in WoD if you count Mummy and Hunter as two separate games and NOT counting Eastern Vamps or the latest Changeling. Ah, well...I stopped playing WW a loooooong time ago.
- A 24 page quick-start version of Paranoia. I've never owned any edition of Paranoia, though I've played the original, but I tell you THIS is how they should sell the game...in a quick little pamphlet, easily digested and with plenty of holes for UV gamemasters to fill in the rest. Paranoia just begs to be "Sweded" in an Old School way. Who needs all those other rules to blast mutant communists?
Monday, June 22, 2009
Free RPG Day...
Long Weekend...
Saturday, June 20, 2009
The Holy Grail!!!

Friday, June 19, 2009
The Limits of Ambition
Blood on the Snow
(from an astrological point of view, it’s most likely due to Neptune being conjunct my Ascendant in the First House)
ANYWAY…
I don’t know what it is about Tales of the North, but after the sand and sandal setting, “Viking” is my second favorite flavor of fantasy. Not sure what it is exactly about the Norsemen I love…I have almost as little northlander in my blood as Mediterranean/Middle Eastern (which is to say, NONE). I guess I’m some sort of germanophile or something.
Hell, I even get choked up watching when I see the charge of the Rohirrim (basically Vikings on horses) in those Lord of the Rings films…literally, brings tears to my eyes. Of course, that’s probably as much attributable to Tolkien’s prose as to those gleaming helms and spears.
While Conan the Cimmerian is cool and all, I don’t really consider him a true Norseman, and not just because of how he is artistically depicted (though he’s a pretty swarthy-looking barbarian). Mostly because he spends more time in jungles, deserts, and arid plains then in a longship or on a snow-covered cliff. Plus he just doesn’t wear enough fur and mail. Vikings should wear furs and mail.
You know, part of it has to be the axes. I love the axe. Burton writes that the sword is the “queen of weapons,” but the axe is definitely the king in MY book (yes, both the spear and club are more phallic, but…that’s not the point!). Over the years, I’ve created many fighter-types for various RPGs, and except for a couple rapier-armed exceptions all were axe wielders…one-handed, two-handed, dual-handed, it doesn’t matter. Some of my exploits as a player are still brought up by friends, quoting me by saying “talk to the axe.”
There’s just something so…primal, maybe?...about hitting someone with a sharp, wedge, using mass and leverage to split armor, flesh, and bone. Who the hell’d want to be hit by an axe? Sure, a sword can slice you open, slash through limbs or major arteries. But an axe hit is just severe blunt force trauma behind and edge. You think the chiurgeon’s going to be able to sew that wound closed? You think someone’s going to walk away from that?
Beards are good for warriors, helms (sans horns historically), heavy cloaks, furs, and mail…these things say D&D fighting man to me. Going a-Viking with one’s buddies and coming back in a longship loaded with booty? That says “adventuring party” to me.
Plus you’re encountering fell-beasts, trolls dragons, and sea-serpents? Come on! THIS is D&D, folks!
I also like adventures that take place in any kind of snowy or cold environment. Again, I’m not sure why…personally I much prefer the pouring rain to the snow (I’m a born-and-raised Seattleite). Snow can be miserable stuff. But snowy adventures are great…M1: Blizzard Pass, G2: Against the Giants…heck, I even enjoyed the Mountain of Mirrors endless quest book as a kid. Cold, dark, and dangerous simply by nature of the elements. I almost purchased the D20 supplement Frostburn, but my better judgment prevailed in the end.
More on snow and Vikings later…I’m just setting groundwork, here.
Thursday, June 18, 2009
B/X Elf Lords
Trying to rectify my idea of the Elf Lord with the limits set forth in B/X is tricky…I’ve been thinking about it a lot lately (which is patently ridiculous, as I DO have job I should be thinking about instead!). Still, it’s like a thorn in my brain…the proverbial itch that needs scratching.
Thing is, there are games that model the Middle-Earth/Norse closer to my idea: MERPS, of course, and Warhammer Fantasy Role-Playing. But unfortunately, neither o those systems are ones I want to play right now.
Right now, I feel like I’ve got four options:
- House rule a new Elf class (I’d prefer not to do this as I like to stick close to canon whenever possible)
- Use BECMI “fixes” (either the unlimited level variant from the Rules Cyclopedia or the attack ranks from the BECMI Companion, neither of which appeals to my B/X sensibilities)
- Play B/X solo…i.e. stop human classes at level 14, and stick to the main monsters…this keeps the Elf Lord (at 10th level) a powerful, viable class. However, I feel this, too, goes against the spirit of B/X (as well as pinching my own B/X Companion plans).
- Play or adapt a different game system…AD&D, HackMaster, D20, etc. (this is my LEAST favorite option)
I guess there’s another option which would be “quitcherbitchin,” buck up, and play it as written. D&D elves simply aren’t Tolkien elves or Norse alfar. They don’t sport beards. They don’t stand toe-to-toe with Morgoth, nor do they take down Balrogs single-handedly. Or if they DID, they don’t anymore (those were heroes of a latter age).
D&D elves are a different breed. They’re magical (well, they study magic and can read magic books). They’re mean…as in “low” (they delve dungeons, slay mythical beasts, loot tombs of the dead, etc.). Gygax’s elves are not the high-minded Noldor of Gondolin…um, they’re kind of bastards, actually, at least if you judge them by their actions.
On the other hand, I can see a wood elf throwing in his or her lot with a bunch of roguish adventurers… "wood elves like their wine," states Bilbo Baggins, and I’m inclined to take him at his word. And elf-lords certainly rule dominions in the literature: whether hill forts or fairy-land palaces, a Lord is a Lord.
I don’t mind the D6 hit dice (men should be hardier stock than the “fair folk,” even their warriors). But it bothers me that a high level elf doesn’t have the juice to stand up against a high level fighter and give him a run for his money. Here’s how it stands now:
- A 10th level elf has a THAC0 of 13, compared to the fighter’s 7 at 19th level and 2 at 28th+. Assuming comparable equipment, the fighter is just going to hit a lot more.
- AND a lot more often, assuming multiple attacks are given to the fighter. Elves only gain multiple attacks if using the BECMI attack ranks rule…but these attack ranks are only gained from “adventuring alongside humans” and learning their skills. What? A thousand years isn’t enough for an elf to learn a few tricks?
- Elves average max hit points are 33 or thereabouts; an average fighter has twice this many by level 20 and nearly three times this many at level 36 (94 average). This means a human fighter is going to kill an elf lord in one-third the time. Except the fighter will kill him faster than that, what with multiple attacks and a higher chance of hitting.
Basically, no matter how “lordly” the elf, he’s going to be gaffled and quickly by a high level fighter. What fighter is going to fear an elf, once he (or she) has reached level 19 or so? Twice the hit points, twice the attacks, twice the chance to hit…my math tells me the lord goes down in one-eighth the time.
The wizard thing makes up the difference of course…I guess it’s just that I don’t like wizards all that much. I like the idea of elves being magical, but not being magicians…still, this actually goes MORE hand in hand with the Norse tradition (i.e. elves are just like humans and so, while more inherently magical, they still must do the same things as humans…if humans have to study to learn magic, then so do elves). Of course Alfar are as mortal as any other Norse myth.
Maybe a trade-off of some kind is in order…I keep looking back to my Men & Magic book with the illustration of the bearded elf. Here elves were even weaker (4th level fighting ability!). Of course, one has to remember that the Silmarillion was published in 1977, three years after the original publication of D&D. Without the Silmarillion one’s view of the elf lord is rather limited.
But OD&D does offer something on this idea…some way of utilizing a trade-off to get more bang for your buck…more lord for your elf, in other words. Like an elf that exclusively studies fighting (or magic) can get to twice the level…that the 10 level maximum is only present because of a need to split time between fighting and study.
Would a level 20 elf lord be a match for a high level fighter? Well, he’s certainly better than a 10th level elf lord. He’ll average 53 hit points, have a THAC0 of 7 (as good as a 25th level paladin…um, cleric), AND get two attacks per round if allowed to have multiple attacks like a fighter.
Is losing all magical abilities for an extra 10 levels really worth it? Maybe not. He receives neither the D8 hit dice, nor the additional levels (and multiple attacks) possible for a fighter, in exchange for infravision, a heightened chance to detect secret doors, and a few languages. I’m not sure if that’s an effective trade-off for a high-level character…especially when you could be throwing 10 dice fire balls while wearing magical plate armor and carrying a flaming sword you crafted yourself.
How about triple the level? A 30th level elf lord would certainly be closer in stature (fight-wise) to a fighter, with 73 hit points, a THAC0 of 2, and three attacks per round. That guy’s a combat monster! But if you can trade in 5 levels for 15 fighter levels, plus throw fire balls? That’s a little too much.
And this whole trade-off thing is…well, a little too complicated for B/X, truth be told. I don’t want to complicate my game…if I wanted THAT I’d be playing AD&D or D20. D&D elves are like the fae of Three Hearts and Three Lions…they’re basically faerie kin without the weakness to iron. They can fight (though not as good as dedicated humans) and they can cast spells. They’re also basically Chaotic and malicious, but hey, so are a lot of adventurers. Rather than Tolkien’s highly moral elves, these “lords” are more like the nobles of Zelazny’s Courts of Chaos. Hmmm…I can probably work with this.
Basically, they’re all whimsical and malevolent…they’re all Drow! Ha!
TPK - A Way Of Life
You’ll have to forgive me if I ramble a bit (or not…I guess that’s your call). I’ve been reading tearful stories of TPKs lately that fail to resonate quite the same as they seem to for the DMs posting them. To me, TPKs and botched adventures, just seem to be the way Old School D&D plays.
Back in the day, it was very rare for my regular gaming group to ever complete an adventure. Often, the group would consist of only 2-4 players (besides me as the ol’ DM) with 3 being average and 4 being exceptional. Besides being low in party strength, as a young and dumb DM (have I mentioned the pitfalls of being self-taught? Oh, yeah) I completely neglected to re-scale encounters for my players. If an adventure was for 6-8 players of levels 5-10 and they were under-staffed, I might let them carry an extra level or two, or add just enough NPCs to bring the party up to the “minimum required.” But in my naiveté, I figured adventure modules had certainly been scaled correctly and play-tested thoroughly.
In my own adventures, I often included monsters and treasures simply on the basis of “this looks cool” or “they haven’t seen THIS guy before!”
So having parties wiped out, or the majority of players wiped out while the rest run scurrying for the dungeon entrance…well, that was pretty usual. Basically, PCs in my campaigns were the pro-football (NFL) players of their world…they got paid well, they were incredible shape, but they took a tremendous beating every week…and their career (i.e. life expectancy) was often cut short.
Let me give you a fairly common early “adventure.” Three PCs, all in the 4-7 range, are playing X1: The Isle of Dread. If memory serves, this was very soon after actually opening and reading the Cook Expert set…none of us were really “expert” at this point. Quite possibly the characters were created specifically for the adventure or had been “artificially advanced” to the necessary level (i.e. 4) to play the module.
They manage to get a boat, get to the island, meet with the natives…and then just outside the villagers’ giant gate, encounter a wandering Cyclops. Now, here’s what I remember as “facts:”
- I actually rolled a wandering monster encounter
- I love the Cyclops…it was my favorite critter in the Expert set, hands down.
I seem to recall actually rolling the Cyclops, but it is just as likely that I fudged the type of monster once I rolled the encounter (there being no Cyclops “numbered encounter” and my aforementioned love of the monster). Regardless, the players encountered ONE CYCLOPS outside the Gates of Tanroa, and the PCs bravely engaged the monster before the walls with the villagers looking down.
I say “bravely” until the first PC got killed, probably with one shot, maybe two. The Cyclops of D&D is basically a big giant (13HD, equal to a Cloud Giant, and it does 3-30 damage with a blow). I’m pretty sure the thief died first (average hit points for a 6th level thief would be 15…about equal to the damage a Cyclops dishes out every round). After that the fighter and the dwarf ran like hell towards the beach and their boat (anchored just off-shore).
The Cyclops chased ‘em down, and tagged the fighter from behind. Realizing she was probably going to die, she decided to turn and fight to the last. She went down one hit later. The dwarf was still struggling through the shallow water (in armor) trying to get back to the boat when the Cyclops came up and stomped him flat.
Fairly anti-climactic? I don’t know. We all had a blast and the players enjoyed it enough that they wanted to come back and play again (which they did). They didn’t get a chance to encounter some of the cooler encounters of the interior (I think they hit a couple of the coastal ones while circling the island), but X1 doesn’t have any real objective to it…you get a map to a mysterious island. You hear rumors of possible treasure including a giant, black pearl…that’s really all the incentive they needed!
Even with TPKs, we’d often bring all the players back in the next session. If the end of the last session found the characters lost in the cavernous bowels of Tsojcanth, the next session might start, “so having escaped Tsojcanth, you’re on your way to blah-blah-blah.” If everyone’s favorite character had died, we would talk in between sessions about how he (or she) may have been brought back or raised between adventures (“well the clerics of so-and-so owe you this favor, and their agents recovered your bodies…”).
New characters were created and tried out like new outfits. The ones that worked would stick around for multiple adventures; the ones that weren’t were discarded once they’d been used up. At least we did in the early days of my first campaign. Later on, after we’d bothered to study up on the rules, we paid much more attention to “the numbers” (Constitution limits, XP, cash supply, encumbrance, etc.). But our expectations of play had already been set by those early explorations of what the D&D game was all about: kicking ass, and getting your ass handed to you.
Later on, this created tremendous empathy for characters with whom we actually had attachment…because we knew they could die at any time. We were working without a net, so to speak…there would be neither mercy nor quarter given by the DMs, and the scale of the game was haphazard at the best of times. Even though the DMs got better at gauging challenge levels, there was no expectation of character survivability or mission success.
Because of this our games eventually stopped being about “adventures” and became about the characters themselves, their interactions with each other, their dominions, their impact on the game world. In my opinion, this made for a much richer role-playing experience.