Tuesday, September 24, 2024

Politics -- One Last Time

This one's going to be long, meandering, and a bit all over the place. If you want something shorter (and lighter), you can check out yesterday's Blood Bowl nonsense.

SO...let's start with my health. Was sick as a dog over the weekend...had to miss pretty much everything on my schedule and felt like crap to boot. Turns out I had (and still have...despite few remaining symptoms) COVID for the second time. Such a weird illness...it affects different people differently. For my daughter (who was also down) she mainly complained of a sore throat and sniffle. For me, it was non-stop cough...much like the chronic bronchitis I used to come down with every year for the first 12-13 years after I quit smoking. Oh, and constant sweating without fever. Just weird.

Now it's got my wife (she's coughing, too, though not as bad as I was), and my son just woke up achey with a sore throat (though he's still testing negative). Second time round for all of us, and mainly just a pain in the ass. Which, I'm sure, sounds pretty dismissive to people who saw friends and loved ones DIE to the damn thing during the first wave of the pandemic. But that's where we are now. I didn't contract COVID (the first time) till sometime in 2023 and...I'm guessing due to the multiple vaccines I've taken...I've never had it worse than a bad cold. Hell, I've had walking pneumonia (and the aforementioned bronchial infections) that taxed me more and lingered longer. Heck, I've had bog-standard sinus-infections that I found more irritating and inconvenient (since I find it impossible to carry on my normal life blowing my nose every five minutes). But still...yeah. COVID still sucks.

Yet the "forced break" in activity did give me a chance to reflect and reset a bit (hey! look! two blog posts in two days!). I've actually been reflecting on a good number of things the last couple-four weeks, but stopping to breathe (*ahem*) has allowed me to coalesce some of those reflections. 

With regard to politics (uh-oh!) I've found myself shifting in the way I think and approach the...mm..."messy" political landscape of the day. Perhaps this comes from not having much interest in the current Presidential race. I mean there's literally nothing I can imagine happening that would cause me to shift my vote (nor prevent me from voting) so the speeches and debates have about as much impact/interest for me as the advertising/propaganda...i.e. about the same level of curiosity as a car wreck on the freeway, something to cast a quick glance towards as I speed along to my actual destination. 

And, yet, I've found myself watching multiple interviews and discussions with actual Republican constituents discussing, candidly and thoughtfully, their reasons for supporting their party and their candidate...interviews and discussions that weren't full of crazy and/or conspiracy stuff.  And I find my stance towards these people...towards Republicans...has softened considerably. And not in a high-minded, "pitying the ignorant or misinformed" bullshitty way. I mean, I appreciate and...in many cases...agree with their beliefs and values which echo so many of my own. 

Goddamnit. They're still Americans. And Goddamnit. So am I.

People who preach fear and hate of the "other" (immigrants, muslims, queer folk, etc.) for political gain or who try to make a buck off peoples' religious devotion...those folks can still all eat a pile of shit. But people wearing MAGA hats and flying Trump flags in their yard? Nah. I get you. I dig where you're coming from. And I'm willing to love and embrace you as fellow Americans. Stay strong in your values. Vote as your conscience dictates. I want you in my nation. 

Two anecdotes (one new and one I believe I've mentioned before) that I want to relate:

Two Saturdays ago, the Washington State University Cougars beat the University of Washington Huskies in a shallow version of the Apple Cup played in Seattle at Lumen Field (the Seahawks stadium). For folks who don't follow college football, this was the first time in 124 years that it had been played as "non-conference" game, due to the wholesale dismantling of the historic PAC-12, aka The Conference of Champions. As usual, I was rooting for WSU because, having attended Seattle University (cross-town rivals in non-football sports), I long ago cast my lot with my many Coug alumni friends, all of whom live in the greater Seattle area, and many of whom grew up here just as I did. 

Despite the game being played in Seattle there was plenty of red & grey in attendance (not surprising given that at least a quarter of WSU alumni live on this side of the Cascades). After the Cougar victory, the WSU fans began chanting "USA! USA! USA!"...a little strange given this wasn't a game between different nations, like a World Cup match or Olympic event. When one WSU supporter was asked the reason for this chanting, the woman replied:

"Because we're from small towns! We're part of the REAL America, unlike this evil fucking city."

That's one anecdote.

The other, which I'm sure I've related before, is regarding my friend Jon. I haven't actually seen or hung out with Jon since pre-pandemic; he and his wife, Maggie, were good friends of ours but we've drifted apart in recent years mostly (I believe) due to the disparity in the ages of our kids (it took my wife and I five years trying before we got our first) and thus a branching of our social circles.

Probably the last time our families got together was a few months prior to the last presidential election, and I'd guess that Jon is thrilled about Kamala Harris being the Dem's candidate for president. Thrilled because he was a strong supporter of hers the LAST time there was a presidential election (before she ended up dropping out). I was not a big fan of Harris at the time, for lots of reasons (mainly inexperience), but she was the "clear choice" for Jon, just as Bernie Sanders had been his "clear choice" for the 2016 race (a race in which I was supporting Clinton). Jon, you see, is a progressive Democrat. He is all about the progressive agenda/platform. He's only a year younger than me and we share a lot in common: we're left-leaning liberals, college educated, pro-union, big sports fans. But he was raised in urban Chicago with a single mother, an estranged father, and no religious upbringing. With regard to Dungeons & Dragons, he has no interest, and never has; he remembers the game being around when he was growing up, but:

"I always got the impression it was only a white person's game."

Now, for the record, Jon is white: 100% caucasian. So is his wife. So are their two kids (both of whom are their non-adopted, biological offspring). But Jon is all about diversity...the more diversity the better. He is all about squelching anything that stands as a throwback to an older, whiter paradigm. Because "old" and "white" does not equal progress. And we must make progress, dammit! That's one reason he insists on his children going to public schools, rather than an elitist, private school like the Catholic one my children attend.

Of course, his kids tested into the Robert Eagle Staff school...a public school that boasts a higher academic curriculum than other (public) elementary schools. It has a 55.6% caucasian student population compared to the 45.4% average of Seattle public schools.  Meanwhile, my kids' "elitist" school is only 53.3% white, though the actual numbers vary from grade to grade: my son's class is only 50% white, for instance, while my daughter's class is only 40% white.

[FWIW my multi-racial son's best friend is a blonde haired white kid that goes to public school. Both kids love playing D&D]

I do not recount these anecdotes to make anyone feel good, bad, superior, inferior, etc. Neither do I recount them to sway you to my side of any "political" argument or spectrum. I am simply sharing stories I have...stories that linger in my thoughts; stories that color my reflections.

We are...all of us...unreasonable at times. I certainly am. There are many, MANY times when I get my teeth in some silly argument, some nonsensical side of some truly non-mattering pissing war and absolutely refuse to let go. You see it countless times through the history of this blog. Fighting for one edition of Dungeons & Dragons over another. Fighting for one style of play over another. Fighting for one particular value or perspective over another. And when we are "unreasonable" it doesn't mean that we are without reason (at least, that's not how I intend the term to be used), but that we are unwilling to reason, i.e. to entertain, or even listen to, the reasons of another (reasoning) human being.

And yet, on this blog, I actually do try to be reasonable, more often than not. Most of my "unreasonable moments" occur off-screen, mainly (sadly) with my wife and often (almost always) with later regret. It is a challenge I have, and one I have never really attempted to address...at least not with serious intent (as I've addressed other challenging aspects of my personality over the years). It is only now, with some reflection, that I am even thinking about it: how, in the heat of 'battle,' I cease to consider that other reasoning individuals have reasonable reasons of their own. 

[and how many times have I whined and complained about the unreasonableness of others without addressing my own unreasoning?]

As I predicted at the beginning: this post is long and meandering. But I'm going to try to wind it to a close, for those folks who've been hanging on this long.

Waaaay back in 2021 (just a bit more than three years ago), I wrote a blog post describing how I would no longer allow an individual's political agenda inform my opinion or support of the person as pertains to gaming and game design. There are political conservatives who are one the same page with me when it comes to this hobby, and there are plenty of political liberals who aren't.  Having taken that stance has served me well in the practice of my vocation.

However, with these recent reflections, I've decided I'm going to take a similar approach to people in general. I've never faulted anyone for not sharing my religion (a religion I was born into), any more than I've "faulted" anyone for not sharing my particular skin tone. Considering that my political party is at least as much due to my own parents (both Democrats) as it is to ideology, it's about time I stop faulting people for being part of the Right. I'm just not going to waste any more time/energy getting bent out of shape over how a person wants to vote. Like zero. I like that I live in a country where I get to vote; I've been voting since I was 18, and even voted (absentee) during the years I was in Paraguay. We are LUCKY we are a people who get a say in who gets elected to run this country. I want every eligible voter to vote...not enough people vote! It's friggin' AMERICAN to vote.

Vote how you want. It's fine.

Because, man, O man am I tired of hating people. And for the longest time I just hated Republicans: Hawks and Neo-Cons and Christian Rights and Tea Partyers and gun nuts and conspiracy theorists and...just...all of it. But, heck, I hated a lot of Democrats, too...O So Many Dems, from uber-progressives to spineless intellectuals to clueless braindead hippies to ineffectual Hope-fulls trying to Build Consensus Like A Grown-Up Society Should...and getting nothing accomplished. Oh: and the conspiracy theorists on the Left (that's its own rabbit hole you don't want to delve).

I'm done with it...with ALL of it.  I don't hate you, my fellow Americans. I love you. With all your weirdness. We are a weird group of people, we Americans. We are also a Great people. We are BLESSED to live in a country that not only tolerates but THRIVES on having so many different, screwed up peoples in it. It is what makes us SO POWERFUL. And man O man, we have FUCKED UP a LOT of things over the years...for both ourselves and the rest of the world. But we've also done a lot of good stuff, too.  I truly believe this "American experiment" has been a net positive force for good on this planet. 

Whatever your political persuasion is All Right By Me. I'm going to judge people solely by their actions from now on, rather than their bumper stickers. Strange thing: I've met very few people in my life that I'd qualify as true assholes...and of those I can recall, I don't recall any of them being particularly political. Being a true asshole means being a pretty un-caring individual, and people who don't care are (I've found) disinclined to vote at all. 

I'd rather people care. Even if they care in a different way from how I care. 

So there you go. I don't anticipate having much more to say about politics in the future (I might mention something about the results of the November election...maybe a "yay" or a "boo" depending on the result). Everyone who's read my blog for the last upteen number of years knows how I vote anyway, and I no longer care how YOU vote (I just hope you do vote...). And...as I get my strength/mojo back...you should expect to see more 'gaming related' posts in the future. 

Thank you for today's indulgence. 

Monday, September 23, 2024

New Orks

September drizzle...finally starting to look like Seattle fall around here. Not that I don't like an abundance of late year sunshine (sure makes the soccer games less miserable), but when I need to recharge my batteries...and I've been sick as a dog the last few days..."comfort," for me, is more a piece of "normal" or "usual."

Anyway...I had a couple of deep think-thoughts I was intending to blog about, but they were semi-political in nature, and for a Monday morning that might not be everyone's cup o tea.

Let's talk Blood Bowl instead.
; )

SO...I don't think I've had a BB post since the end of the Pete Carroll era. 

[checking Ye Old Blog archives...nope, sure haven't]

I've written this before, but FOR ME...and understand I'm a weird kind of guy...NFL teams have their equivalence in the Blood Bowl realm. That is, to say, each NFL team identifies as a particular team type (again, in my mind) by the way and style in which they play...and in which they play best. For some teams this is fairly obvious, for others it's murky, but it's there. 

If you follow American football, you see it. New coaches (often) talk about "wanting to change a culture" when they join a team...but it doesn't really happen. You can change the perspective of being a perennial loser (or winner), but the identity of the team? No. Even high profile free agents tend to take on the existing culture of the team, once they get there. Peyton Manning didn't change the Broncos into the Colts, for example.

Yes, I'm weird. And part of my perspective...this mix of Blood Bowl and the NFL in my brain...no doubt has to do with my BB hobby beginning with the 2nd edition game, when the setting still included conferences and divisions analogous to the actual NFL. Back before they made the thing into something resembling English Premier League with its cups and tourneys and tiers. 

*sigh* I digress. 

ANYhoo. The Seahawks. New coach. New "culture." Except it's the same culture. It's just a different coach. They're still orks. 

Which, again, doesn't mean their dumb or mean or cheaters or whatever. What I'm saying is that they are a team whose culture plays like orks...the way an ork team plays in a game of Blood Bowl

The Miami Dolphins, on the other hand, are a wood elf team. I've been saying that for years...at least since 2010. Lot of reasons for this. Marino, of course (he was the 'Fins captain till '99...years after BB was first published). But also the weather in Miami...televised games at their stadium always conjures to mind the "summer lands" of Games Workshop's dark Tolkien setting. Regardless, it fits...especially with their current, high-flying, high speed, high octane offensive juggernaut.

[that Zach Sieler guy? He's the Treeman on the team. What a beast]

Treeman
Yesterday's 24-3 (Seattle) victory is what happens when things start going horribly wrong in a game of orks versus wood elves. 

I say this as a person who's played a lot of ork v. wood elf teams (my son's favorite squad). Things do NOT always go that way...sometimes you see the elves doing their swift footed crosses and dodges and sprints down the sideline for a plentitude of touchdowns. But sometimes the orks start breaking the armor on the elves, and it snowballs into a beatdown.

Tua is a great QB. Listening to the post-game analysis this morning, it is clear the orks dodged a bullet by not having to face Miami's normal trigger-man; the Dolphins ran their same offense even with their back-ups. Thompson and Bailey just weren't going to get it done; it's like when the team thrower gets injured and...because the wood elves are so expensive...you're forced to play the game with a journeyman line-elf. Who still has a high AG score, but no re-rolls (team or otherwise) available. If Tua had been available, we're probably talking about a much closer game (especially with orks coughing up the ball as orks do) if not a crushing home loss.

Geno Smith has played great through the first three games of the season; his profile in BB terms:

Ork Thrower MA 5 ST 3 AG 3 AV 9
Skills: Pass, Sure Hands

His new back-up, Sam Howell (a starter in Washington last season), has this profile:

Ork Thrower MA 5 ST 3 AG 3 AV 9
Skills: Pass, Sure Hands

All apologies to Geno's ego and strong right arm (both are notable) you'll notice that he is, still, just an ork thrower; Howell, who looked good in preseason (and great against Seattle's train wreck defense last season) is pretty much the exact same thing. They are cheap (by quarterback standards), they are serviceable, and they need good coaching and good skill pieces around them to function at their highest level. Which fortunately they appear to have in spades this season. 

An ork in Washington, and an
ork in Seattle. Yeah, just another ork.
And, no, don't say "duh." There are QBs that can elevate the team around them. You know the guys: the Mahomes, Rodgers, Allen, etc. factor. Some QBs do this, or have another factor (Lamar Jackson's legs, for example) that force an opponent to account specifically for the guy's particular skill set. That ain't the case with Seattle's quarterbacks.

Meanwhile, the coaching change...for the better...has been noticeable. Yes, the Seahawks are 3-0 after playing a rookie, a rebuilding New England, and a pair of back up QBs, but the difference is Seattle was losing those games a year ago; they were getting killed by the Colt McCoy's and Mason Rudolph's of the league. That the team can take care of business...beating bad teams that they should beat...is a promising sign of things to come. As a fan of the team, I find myself not just hopeful but darn near optimistic. Despite the crap-tastic orc sloppiness on full display for some 2-3 quarters of the game (bumbled snaps, batted passes, double-digit penalties, etc.).

No dropped passes Sunday, though. And the defense was on point...great goal line stands, at the end of both halves. Nice to see some real orkish thump on that side of the ball...haven't seen that for three or four years. Good, good stuff. We'll see how it holds up on the road next week in Detroit.

All right, that's enough BB stuff for one day. The NFL season is in full swing and the home team is trending up. What with the drizzly weather and my cough nearly gone, that's about all the joy I can handle for one, late September day.
; )

[don't ask me about the Mariners]

Thursday, September 5, 2024

Spencer

No apologies. Just been busy.

Some fifteen years ago, I introduced two kids...Zach and Spencer...to the D&D game. The children of our good friends, we refer to them as our "nephews" (they call us Uncle and Aunt), and we've been taking care of them/hosting them since they were little. Spencer, at age 4, was the ring bearer at our wedding in Mexico.

Well, it's been a long time since they were "little." Zach is 30 and 6'5", a former power lifter/body builder, he now resides in Virginia where he's working on his doctorate in organic chemistry. Younger brother Spencer (age 27) is a 6'1", 230# rock climber and professional chef, who's worked in some of New York City's best restaurants...he's come a long way since the last time I saw him (when he just heading off to culinary school).

But the kid is still our "first baby," despite the tattoos and the earrings and the fact that I only come up to the guy's chest. He's in town till September 11th, after which he's flying out to Madrid for a while before moving to Australia (for 2025), and he wanted to get together with us. And so we made it happen over the Labor Day weekend (not like we had anything else planned besides a three day soccer tournament for Diego). And wouldn't you know it, but the kid is still a big nerd who was absolutely Jonesin' for some hardcore Dungeons & Dragons. I guess there isn't much D&D in the East Coast culinary scene (not that they have any time with 80 hour work weeks...ah, to be 27 again!).

So, Spence and I had a long discussion on Saturday (while sitting on the sidelines pre-soccer match). Discussed why his few forays into "modern D&D" had been unsatisfying. Explained why my version of D&D is different. Gave a brief history of the game's evolution, including why I write/sell the books I do. I didn't bother explaining to him the OSR or "CAG" or any of that rigamarole...just kept it simple, by explaining the difference between playing the game as a game and playing the game as scripted television for a YouTube camera (which he has watched, with both consternation and disgust).

THEN I explained to him that I'm running AD&D these days, unlike the B/X that I taught him and his brother all those years ago, and why and some of that edition's differences. Oh, boy was he down to play 1E!

So we did. Kids' first day of school was yesterday, but it was only a half day. Spence came over a little after noonish, and we just played solid AD&D till 5pm (when I had to take Sofia to soccer practice...I'm co-coaching the 5th graders again). He and my wife (along with Diego) whipped up a magnificent carbonara, and we had Spencer's parents over for a little wine and festivity, just like old times. We even had "dueling desserts" (I made my blackberry cobbler, he came with a raspberry crumble...I think mine turned out better, but..well, I'm eating the remains of his dessert as I type this).

Just about as flawless a day as I could ask for.

Fifteen years, I've been writing this blog. Twenty-five or so years since the first time I met Spencer. Time flies. I've written that so many times over the years,  it feels ridiculous to be jotting it down again. But it's so worth emphasizing. The years pass by quicker and quicker, especially when we're busy. And as I get older, and I see more time stretching behind me than in front of me, it's hard (for me) not to feel whimsical or melancholic. It's hard. Damn hard. Which leads me to try to stay busy (so I don't dwell on it)...which, of course, leads the time to flit by all the faster.  

I am enjoying my life, however (the vast majority of it for certain). 

Our game session was great, just by the way. We all had a blast, especially Spen. The adventure is, as yet, unresolved (we're still playing Dragon Wrack) so we might try to get together one more time before he hops his plane. I know he would like to do so, but it's a matter of making all the schedules work (four soccer games plus the Seahawks playing their home opener this weekend...and my kids are running cross country this fall, too). We'll see what happens. But at least he got to play again...this time as an adult...and saw that it's not all "nostalgia" in his head. The game is fun, the game works, the game can be played for a lifetime. It makes me so happy to have been able to show that to him.

And to my kids, too...it's not just Old Man Pops who is into this D&D stuff. Cool "Cousin Spencer" digs it, too.

Delightful.

I will, perhaps (hopefully), write about the particulars of the session in a separate blog post. A lot of fun, memorable moments (aren't there always?), but it's just war stories. The playing is the important bit. The ramped up tension. The excitement. The terror. The fun. A lot of (imaginary) treasure gathered; a lot of (imaginary) blood spilled. The usual. But, sure, I might blog about it...just to have a record of it, to look back on fondly in another dozen years or so.

One last thing: I did (briefly) mention the Cauldron convention to Spencer. Oh, man, was he intrigued. As I said, he'll be in Australia next year...which is the next year I plan on trying to get back. But 2026 or '27? Yeah, he's totally down. We'll be making it a twosome, if he can get the time off work. Hell, maybe even a threesome...I'm not sure sixteen year old Diego will be ready for such an excursion, but I know he wants to go.  Good times.
; )

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, July 13, 2024

Basic Adventure Gaming

Some years back, I decided that I would stop referring to what I do as 'role-playing' and instead refer to these things (what I once called "RPGs") as "fantasy adventure games" (or "FAGs," for short). I know I was doing this as early as 2013, because I was very deliberate in my omission of any phrases of "role-playing" in my self-published Five Ancient Kingdoms game. You see, I wanted to end any confusion over how I (as a designer) intended my games to be played.

Of course, the term "fantasy adventure game" is not original to my noggin...I'm fairly sure I stole the term directly from my copy of Moldvay. "Fantasy Adventure Game Basic Booklet" it says, right there on the cover (the Cook/Marsh expert set says "Fantasy Adventure Game Expert Booklet"). The first paragraph of Moldvay's introduction begins:
DUNGEONS & DRAGONS Fantasy Adventure Game ("The D&D Game" for short) is a role-playing adventure game for persons 10 years and older...
It's a good term for what the game is about..."fantasy adventure," duh...and, I believe, helps put one in the mindset of what we're supposed to be doing when we sit down at the gaming table. Let there be no confusion! We are here to play a game of fantasy adventure; we are not here to play-act, explore alternate personalities, or craft delightful narratives...all things the "role-playing" term has come to represent.

For the most part, I've approached my entire role-playing hobby in this way...and why not, when my introduction to the hobby was the D&D game?...even with game systems that are clearly not conducive to this style of play. Or rather, I did...up until the early 2000s when I started reading RPG theory over at the Forge and recognizing how different systems facilitate different types of play.

So, yeah...I've been a fantasy adventure gamer (a "FAG") for a long time. 40+ years. And yet I understand that my view of how to use these games is different from the majority opinion these days. Which is why I decided to start distinguishing myself (and, yes, distancing myself) from the "role-playing" terminology. Not because I don't see what I do as "playing a role-playing games" (a genre of entertainment distinct from board games or computer games), but because my approach to how one plays an RPG is so foreign to the majority of the community...even that part of the community purporting to play Dungeons & Dragons, the FIRST fantasy adventure game.

I'm not the only one. I've previously mentioned the growing CAG community ("CAG" is an acronym for classic adventure gaming...I suppose the term "FAG" was found to be problematic...), a splinter group of the "old school" scene that exist mainly to 'keep the flame' of adventure gaming alive, in the same way that the early OSR tried to keep alive "old edition" gaming: by discussion, encouragement, and sharing of 'best practice' wisdom from old timers, not to mention just playing. In terms of the overall hobby, CAG style play can be seen as a niche of a niche: "old variety D&D" is enjoying the same proliferation and popularity one sees in the current (5th+) edition of D&D, but even among the folks who play old edition D&D (or its clones, like OSE) there is a lot of misunderstanding, misinformation, and inaccurate assumptions of what game-play is supposed to look like. The CAG folks aren't (especially) trying to rectify that, but they are trying to be a repository for knowledge, and a resource for folks looking for a way of playing these games in this particular style.

"This particular style." Yeah, I know how I sound. I'm trying to avoid writing "teaching people how to play D&D the correct way," because I know that ruffles feathers. Ruffling feathers isn't my objective today. Definitely not my objective.

*ahem* For more information on CAG, I'd suggest checking out the semi-regular CAG podcast, especially the first couple/three episodes. For shorter summaries, you can read Zherbus or EOTB's blog postings which are fair summations of CAG gaming philosophy. Both of these folks are strong proponents of 1E AD&D (and OSRIC, 1E's retroclone), for the simple reason that it is the system that best facilitates this type of play (a perspective I happen to agree with). 

But the question has come up: Can Basic systems (like B/X, BECMI, Holmes, Labyrinth Lord, Old School Essentials, etc.) be used for CAG play? And, if so, how?

The answer to the first question is decidedly "yes." The answer to the second is...longer.

The basic games (Holmes, Moldvay, and Mentzer) were all initially intended to act as introductions to the D&D game. It is only with the additional Mentzer volumes (the Companion, Master, and Immortal rule sets) that the "D&D" game (distinct from Advanced D&D, i.e. AD&D, the main product line of TSR for the majority of its existence) became something that could be considered a "complete" game system...a system of its own, standing in its own right.

This latter edition (called BECMI, later consolidated in Aaron Alston's Rules Cyclopedia, sometimes referred to as the "RC") is something I didn't play when it was first published (i.e 'in the days of my youth'). My friends and I played AD&D, although we did pick up some of the BECMI offerings (for 'reasons'). But there was a LOT of stuff for this line that hit the shelves...I've always assumed it was a popular game line at the time, which is why they created so much content for it (setting material in the form of Gazetteers, game accessories, adventure modules for all levels of play). Decades later (in the early 2000s) I acquired a lot of it and messed around with it a bit, thinking there might be something there. 

Meh.

Only recently, I've been hipped to the fact that it might not have been a very popular game line at all...at least in the USA. However, this Mentzer-penned version of "basic" was the version first translated (officially) into other languages and sold overseas. The 1E PHB and DMG were translated into both French and German, but Mentzer's Basic set (and the BECMI line) was translated to French, German, Danish, Finnish, Hebrew, Italian, Japanese, Norwegian, Portuguese, Korean, Spanish, and Swedish. For many countries outside the United States, Basic D&D was the seminal, defining version of the game.

I'm digressing. As said, the original Basic sets were meant to be a "gateway" to the AD&D game (as it was for me)...but that wasn't necessarily the case in other parts of the world.  Then TSR crashed and we didn't see, hear, or care about these "basic" games until the rise of the OSR circa 2007-9.

Mm.

This next part is tricky. The OSR didn't treat these Basic editions as "introductory" systems; quite the contrary, they looked at them as editions of D&D worth being played in and for themselves. There were a lot of reasons for this. Ease/accessibility was a major reason: they are short systems to read with less nuance. Their rules were so uncomplicated and simple that creating additional, compatible material (a thrilling pastime for creatives) was a cinch. And...probably...there was a lot of familiarity and nostalgia with these systems, especially in light of A) the OSR being an international community, plus B) Mentzer's Basic being the "standard" D&D most widely translated across countries/cultures.

They were also some of the earliest retroclones on the market. Labyrinth Lord wasn't written as an 'introduction' to anything, and its Advanced Edition Companion gave people additional (1st Edition) content, adapted to the Basic chassis. Lamentations of the Flame Princess used basic D&D as a vehicle for exploring all sorts of grimness. OSE simply re-organized the B/X books in a way to make them even more user friendly than they already were.  None of them were designed, nor seemed interested, in being a gateway or bridge to a more Advanced game. These clones were created by different, independent publishers (with different, independent motivations), NOT by a single, gigantic corporation hoping to funnel newbs to its flagship product. 

So...back to that second question.

When one understands the objectives of "adventure gaming," one can begin to see the limitations inherent in a game designed first and foremost as an introduction to the "real game" (the Advanced Dungeons & Dragons game written and published concurrently with the first 'Basic' set). Most of the stated attributes of adventure gaming (again, looking at the two cited blog posts above) are easily satisfied even with a basic system of procedures. However, the overall objective/goal of fantasy adventure gaming is long term campaign play...sustained play in an enduring fantasy environment, created by the DM and impacted by the players. Despite the ease and accessibility of the various basic rule sets, their systems have several insufficiencies that hinder long term play. These are:
1. Severe lack of distinction between character type. The basic character falls into one of seven categoric class, is defined by one of three alignments, and has an extremely limited selection of equipment and magic spells with which to choose. Variation between ability scores is compressed (seven possible options for each ability) contributing to a marked "sameness" between PCs. For an introduction to the game, this limited selection is more than adequate; it cuts down on the amount of "analysis paralysis" inherent in a new player approaching a complex game. For long-term engagement, however, more distinction and variety is desirable. AD&D offers 36 class variations (interlocking with race), another score of multi-class options, several times the number of armor and weapon selections, and four distinct spell lists, each of which contains more 1st level spells than any spell list in the basic systems. The variety in the advanced game is sufficient without being overwhelming, providing much "replay" value (in terms of exploring different character types for interacting with the D&D environment).

2. Lack of survivability. This has been discussed before: basic characters are fairly fragile at low levels, easily slain by misadventure. Lack of staying power is a barrier to long-term play, requiring more work on the part of both DM and players to ensure surviving to higher levels of play (a desirable outcome as it opens more content for players and DMs to experience). AD&D increases survivability by providing higher hit dice for most character classes, a negative hit point "buffer," and plentiful healing magic from clerical types even beginning at 1st level.

3. Less opportunity for advancement. Basic systems award x.p. for both combat and treasure found (just as in AD&D) but does so at a lesser rater: fewer x.p. are awarded for monsters and treasure x.p. is only awarded for monetary treasure (magical items being deemed as 'their own reward'). True, x.p. totals for advancement are slightly lower than in the Advanced game, but in practice, far more x.p. is awarded in the Advanced game, especially with the potential to sell magic items for exorbitant amounts of gold and x.p. This procedure in first edition AD&D allows characters to continue to rise at a regular pace, even as the x.p. totals needed for advancement rise to six- and seven-digit figures. Treasure pools for monsters also have a tendency to award more treasure than what is given for the hoards of basic monsters; type H treasure (the best available in B/X) awards an average haul valued at 50,000 g.p. Considering that H treasure only occurs in dragon lairs...and that 50K split seven or eight ways is quite a small amount for name level characters requiring 100K-150K each for advancement...that is a lot of risk for comparatively small reward. As basic game PCs rise in level, advancement has the potential to stifle which, coupled with low survivability, is a bad recipe for "long term" play.

4. Lack of options for mid- to high-level play. Even when a basic campaign awards sufficient treasure for regular advancement, there is precious little to spend all that money on. Basic games require no training costs, no upkeep costs, have a shorter list of "buy" options available, and prices of items are quite depreciated (consider that plate armor costs a measly 60 g.p. in basic play and is available to all but the poorest of 1st level characters). Basic rules provide no rules for item depreciation/destruction, and thus there is never a need to replace or repair equipment for hirelings and retainers. While the Expert sets of both B/X and BECMI provide some guidelines for the building of castes and strongholds, only Mentzer's Companion and Master books make any real attempt at providing "domain" (rulership) rules...and these are poorly done, providing heaps of unearned x.p. on the heads of domain rulers for doing little more than raising taxes on their populations. True, there is some impetus for conquest provided in the Companion book (if only to gain higher titles of nobility), but the "War Machine" system is extremely limited in scope (meanwhile, neither Holmes nor B/X offer any such systems, referring DMs to the out-of-print Sword & Spells for handling mass combat). 
I admit that Mentzer's BECMI system strives mightily to provide options for high level characters: proto-prestige classes, combat maneuvers, higher level spells, demihuman "crafts," powerful monster antagonists, and codified quests for immortality. But, for all practical purposes, these options remain far out of reach due to the lack of advancement opportunity (#3 above) which makes the achievement of Companion (15th-25th) level characters next to impossible to achieve. Such characters require well in excess of 1 million g.p. worth of treasure...the equivalent of 20 average sized dragon hoards...each, in order to reach such lofty heights. Personally, I've found 12th level to be just about the maximum effective in (standard) B/X play, and even that requires impractically large treasure hoards (a four ox wagon can only pull 25,000 coins weight; a bag of holding in basic can only hold 10,000 coins). Any character with half a million in gold coins has the cash to purchase multiple castle complexes given the procedures in the basic rules.

And I imagine that was deemed just fine by the original designers. Buy your castle, retire your character...and then graduate to the Advanced D&D game for your next go around. Buying a castle and settling down in your gold stuffed halls should be considered a "win."

But fantasy adventure gaming is not played with a particular endpoint in mind. Some characters will, of course, "retire"...especially demi-humans who've reached the level limits and are unable to progress further. For the majority of human characters, however, AD&D has no hard cap, no limitation to advancement; like the campaign itself, adventurers' careers have the potential to be perpetual, ongoing without end. In theory, basic characters (both B/X and BECMI) have a 36 level cap which should probably be all but unreachable, even after years of play...but the game does not scale nearly as well as it does in the AD&D game. Demons in BECMI are equivalent to (lesser) gods, not beasts to be fought in the deepest dungeon levels or (more usually) on the outer planes. And while Mentzer included his own version of artifacts in the Master set, they do not function nor serve the same purpose of reward as the artifacts and relics found in the 1E DMG (hint: there's a reason Gygax gives these items a sale value in gold).

So for those folks wishing to play a simpler, streamlined "basic" system with long-term CAG objectives, what can be done to remove these inherent impediments?

1. Increase character variability. The interlocking combination of race and class has generally been found to be sufficient for providing diversity in character choice. Labyrinth Lord's Advanced Edition Companion (and, presumably, OSE Advanced) takes pains to adapt 1E's system to the basic style and can be adopted wholesale...these games also tend to recreate the extended spell lists and equipment charts of 1E, but in a "basic" style. Solid world building with attention paid to markets and economy, and one's own setting-specific character options can also provide variety for players. The Complete B/X Adventurer provides a plethora of character options and new character classes, although the latter are meant to be used sparingly in better tailoring one's setting, not dropped in their entirety into a campaign.

2. Increase character survivability. Basic characters start to hit their stride around 3rd level, and one can simply start PCs at that level; likewise, DMs might add negative HP buffers, higher hit dice, and bonus spells (based on WIS or INT scores for clerics and magic-users, respectively). However, the main consideration for basic groups is to ensure they have enough bodies in their adventuring parties: 7+ is generally the fewest you want to see, and hired mercenaries (like the kind found in adventure module B2) should be readily available to low-level parties needing to 'fill out the ranks.' Special attention should be paid to both the Reaction and Morale procedures in the basic system, and both the DM and players should understand how these work, as 'breaking' foes (especially humanoids) is generally going to pay higher dividends than fighting them to the death. Fierce as a single ogre is, it is less likely to kill half a party than five to seven bandits/humanoids (all those attack rolls!)...especially ones armed with missile weapons. DMs need to take a look at what makes a "survivable" encounter for low level characters: the Tower of Zenopus example dungeon in Holmes basic, and adventure module B1 are both good resources in this regard. Also, it is incredibly important that DMs stock enough treasure that players are leveling up to more sturdy levels of experience as quickly as possible.

3. Provide sufficient treasure. Unless one adopts the AD&D system of awarding x.p. for magic items, and higher award totals for defeating monsters, DMs will need to find ways to stock immense amounts of coin and valuables for the players to advance. It should not be unusual for PCs to be 3rd level after 4-6 sessions of play (depending on character type and diligence in sniffing out loot), given a bit of luck and survival. Unfortunately it is difficult to sustain such progress even into the mid-levels, as I first noted waaay back in 2010...it is simply a flaw of design. However, one idea I had back then was to slash all x.p. requirements (i.e. the amount of x.p. needed to advance in level) by a factor of five or ten, while retaining the normal treasure hoard amounts and monster x.p. values. So, for example, a fighter's progression might look like this:
1st level: 0 x.p.
2nd level: 400 x.p.
3rd level: 800 x.p.
4th level: 1,600 x.p.
5th level: 3,200 x.p.
6th level: 6,400 x.p.
7th level: 12,800 x.p.
8th level: 24,000 x.p.
9th level: 48,000 x.p.
10th level: 72,000 x.p.
With an advancement table like this, a 50K dragon hoard split amongst eight survivors is a nice chunk of change: enough to raise a 6th level fighter to 7th or make a good size dent in a higher level character's x.p. needs.

4. Provide options for PCs of higher levels. Reducing the x.p. needed to advance alleviates some of the pressure to provide overflowing piles of gold and gemstones, but players must still have monetary needs to drain their coffers and perpetuate the cycle of treasure seeking. Here, solid world building will help, providing all manner of costs and expenses as well as delightful ostentations for purchase. DMs can, of course, adopt upkeep costs, item saving throws, and training fees from the 1E DMG...but then, why not just play AD&D?

More than that, game play needs to be scaled so that it remains interesting  even as play progresses...players should not be taking the same approach to monster fighting at 8th or 13th level as at 1st and 2nd. Here, a DM might well want to look at the later BECMI books (Companion and Master) for rules and procedures that are adaptable even down to 9th level (I would NOT however adopt the weapon specialization rules for low-level characters as it can disrupt game balance in the same way the UA's weapon specialization rules do). Likewise, DMs might wish to take a look at my own B/X Companion which provides a great deal of material specifically geared for high (15th+) level B/X play. Both "companion" books provide a number of new procedures (including unarmed and mass combat rules) in addition to a ton of new "content" (spells, monsters, magic items). For that matter, DMs looking for content might want to look at my last book Comes Chaos for a host of demonic entities and corrupted magic items, great for tarting up one's mid- to high level B/X campaign.  

The main thing, however, is to understand that there's going to be a lot of work involved in adapting a Basic rule system to the needs of long-term campaign play. While AD&D has requires a bit more work up front (learning to use its system) in comparison to the basic games, once learned it provides depth of game play from 1st up through the highest levels, needing only world building and adventure writing on the part of the DM to maintain solid, satisfying play. The basic system is incredibly easy to learn and run, but to make it an enduring form of play (i.e. the kind of play worth spending time out of our busy schedules) requires far more effort, not just in tweaking and experimenting with modifications to rules, but in designing adventures and developing content. Sure, there are sources for this content to be found: bestiaries, tomes of magic items, or various retroclones (and their supplements) with setting specific particulars...but searching out that content and curating it requires work. By contrast, I've yet to use every monster presented in original 1E Monster Manual, let alone the Fiend Folio and MM2, and there are spells and magic items from the original PHB and DMG that haven't yet been seen at my table...after decades of play.

Just saying.

That work, that effort that goes into making a basic game system a sustainable form of play can be fun at first...look at my blog as evidence of that! All the tinkering I did with B/X over the first 10-12 years of its life...but over time can lead to frustration and (in my case) ennui. The mature, adventure focused Dungeon Master wants to spend his or her time on world building and scenario creation, not hand holding and system modification, but the shallowness of basic game play requires BOTH those things in order to make it last and function ("hand holding" being a shorthand for customizing the game in a way that it doesn't kill the PCs nor bore the players out of engagement). YES, it CAN be done...but do you want to? Is that a price you're willing to pay just because you don't want to spend some time parsing the AD&D rule books?

There's a reason I'm not playing B/X these days...and it's not because I don't still think it's a great simple system that can be readily taught and is easily customizable in a multitude of ways. B/X IS a "fantasy adventure game;" it's just not a great one when it comes to sustained, long-term play. And at this point in my life, that's pretty much the only type of game play I'm interested in. 

Monday, June 24, 2024

Jolly Old England

5:18am local time. Not unusual for me to be up this early which, hopefully, means I’m somewhat adjusted to local time. But the kids just woke up which would prove the lie, as they’re three hours ahead of schedule.

Jet lag’s a bitch.

So is typing blog posts on a phone. I left the laptop at home this trip, so this will be a short one. Staying in a London flat, in a part of town full of flats, I’m struck by just how different, culturally, it must be to grow up in this environment compared to my own home town in Seattle…and how that would color one’s approach to the gaming hobby.

In Seattle, families of even modest incomes (that is, the place where I see the D&D hobby tending to “land”) tend to gravitate towards dwelling in houses, not “flats” or apartments. Apartments and condos are homes for singles or couples, or (in the case of families) parents with really young children. But families with children over the “toddler” age…even single parents…start looking for a “house” space, something with more room, more space, some yard. It is a very “American” way of life…the backyard barbecue kind of thing…which I will admit probably doesn’t pertain to ALL Americans (including ones who grew up in the densest parts of cities like Chicago and New York). But even in a moderate sized city, like Seattle, there are residential neighborhoods and, of course, suburbs.

But perhaps I’m just being idiotic again…there’s plenty of England that doesn’t look like London. Yeah, most likely I’m just being silly. I’m going to blame the jet lag. I’ll think smarter in a day or two.

Cheers!

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, June 18, 2024

"Dragon Wrack"

Hope folks had an enjoyable Father's Day this last weekend, whatever your relationship to "fatherhood" might be. Speaking for myself, it was delightful, due in large part to my family bending over backwards to make Sunday a special day for Yours Truly.

Doesn't mean it was perfect, of course. I wasn't able to get the dinner I wanted (not for lack of trying...we won't go into that), and I did still have to do some dishes (though not nearly as many as usual), and I would have preferred a different pie than "Key lime" (it's not bad, just not my favorite). And then there was the gaming....

SO, one thing I forgot to mention the other day: the latest installment of Prince's No ArtPunk contest has been published. NAP 3 is available as an absolutely enormous, 'pay what you want' PDF file

How enormous? 694 pages. Yeah. Granted, it contains 14 high level adventures (including maps) interspersed with some half dozen essays relating to "high level play" (the theme of this year's NAP competition) and a few pages of art, but still...it's big. The adventures are big. Prince included his own most recent module (Slyth Hive) in the compilation, and that's damn near 100 pages itself.


But laptop memory eater or not, slog or not, it's a pretty amazing compilation. A lot of creativity on display, a lot of enthusiasm. Folks really attacked the NAP challenge with gusto, and the sheer volume and variety of submissions is...well, as I already wrote, "amazing." I plan on doing a read through over the next couple months (slog, remember?) and will probably pen some 'capsule reviews.' At least for the AD&D modules.

Now, about that gaming...

The last couple-three years, my kids have been really good about making sure I get some serious D&D play in when Father's Day rolls around. That's just what Nerd Dad likes doing: I'm not (much of) a golfer, so I don't want to hit the course or (even) sit on my couch watching the U.S. Open. D&D (or other games) is the main event on the docket and, what with being a weekend (and usually one that's OFF from other activities), we can carve out a nice large chunk of time for ourselves, rather than the couple hours snatched here and there during the week. Often, my kids will run a game for me, but this year I wanted to DM because I had something specific I wanted to run: Dragon Wrack, my high-level entry for NAP3.

If you pick up the NAP3 book, you'll see the adventure, as it made the cut as one of the finalists. In brief: it's a re-writing/re-working of the old TSR module DL14: Dragons of Triumph. Yep, I'm still on that whole 'rehabilitating DragonLance" kick, though in this case I redrew all the maps and chucked pretty much everything from the original module save for the general concept (Tiamat's temple-fortress, surrounded by her armies, PCs doing an infiltration gig, while the Forces of Good are marching on the place). I mean, I even wrote the thing for use with CHAINMAIL, including an appendix of new AD&D specific adaptations, since I never was into "BattleSystem."  Sure, it includes pre-gens bearing a passing resemblance to certain "heroes" of the DL novels and, yeah, it has some Dragon Lords...but it's not really the same adventure. It's not set in Krynn, but in my own PNW world (Moscow, Idaho taking the place of "Neraka"), and you certainly won't find any "draconians" or "kender" or any bars of gold that have been completely devalued by the setting. Au contraire, what you WILL find are heaping piles of treasure, as well as Tiamat who never makes an appearance in the original module, despite featuring prominently on the cover. 

Illo by Clyde Caldwell
Why did I want to play Dragon Wrack? A couple reasons. First, I never had the chance to play-test the thing when I first wrote it (I was under serious time pressure just to get the thing out by the submission deadline). Second, I wanted to take a break from our current campaign...as a test for a future publication, that adventure is requiring a bit more work and attention then I really have time for at the moment. But mainly, it's just that...now that NAP3 has been made available to the general public...I figured I should at least say I've given the thing a spin myself.  And this was as good a time as any.

Hoo-boy.

Problems, problems, problems...abounding, right from the get-go. 

First, there's the premise. Unlike a normal "explore and loot" scenario, DW has a fairly specific objective: find a way to disrupt the Queen and/or her forces so that the Allied army can win the day. Okay, but how? The party is basically the equivalent of a high level task force / commando squad (or the generals of the Allied host...if you want to play it that way)...but this needs to be spelled out a bit. "Intel" could be better: what the players know (and don't know) needs to be very specific, because the time crunch, the time pressure of the thing, is very real once you sit down to play the scenario. My players have been trying to get intel AND formulate plans at the same time, all on the fly, with very mixed results.

The whole intro/background section of the adventure needs rewriting, in other words.

Then there's the town of Moscow: my original idea for the adventure was to include at least a rough sketch / layout of the place, based on actual city maps of the town circa 1890. Unfortunately time constraints caught up with me (I had less than a month to write the whole thing, start to finish), and this got 'cut' from the final. But without something to show the players, keyed or not, it's hard for them to really visualize the situation they're in. Besides which, I hadn't even bothered to decide the answers to questions like 'how open is the town?' 'What are the streets like?' 'Are there dragon army patrols / town militia / etc. and what is their composition?' Once again (as many times before) I was struck by the inadequacy of the game to provide procedures for running a town or urban environment.

The adventure has a decent timeline of events that is based on the specific pre-gens the players choose to use on the adventure. For my players, they wanted to bring their own characters as well (a provision accounted for in the adventure) despite being a little under-leveled (8th and 7th) for the scenario. Because of the particular party composition chosen, the players found themselves just a few hours ahead of the Black Wing of the Dragon Army. However, rather than try to get into the temple first, the players decided to sit and wait, giving the army a chance to enter and occupy the fortress. 

Why? Because they decided to scale the temple/fortress from the outside and wanted to wait till the dead of night to do so. And here again I see things missing from my scenario that would have been useful: pieces about foot traffic in and around the temple, patrols in the grounds, locations of guardsmen, numbers and weapons. Yes, some of this is there...in the form of wandering monster tables and percentage chances for room occupants depending on whether or not the army is present. But, as written, it needs more. And probably needs greater specificity. Also, how long a Wing takes to enter the place and in what order (as well as where they go from there)...all things I ended up needing to work out at the table during play.

Because, at the last minute, the players decided it would be easier to simply infiltrate the place as part of the army; Diego's assassin disguised himself as an orc soldier, the magic-user cast invisibility on Sofia's fighter, and the two joined the back file of grunts marching through the Black Wing's gate.

At this point, we've been playing for two days now (I'm typing this Tuesday morning; while we started the game on Sunday, it ended up continuing to Monday). The lack of clear objectives has meant the players are kind of running around like chickens with their heads cut off. They're divided on whether or not they want to find a way to the roof (to let down their ropes to the others), or find their imprisoned companions (also part of the scenario), or find Tiamat herself (though I'm not sure what they'd do if they did!). They've been wandering about, blundering into places, and then having to explain why they're in the wrong areas/sections (again, notes on how the temple's inhabitants react to such blunders should have been included in the adventure). 

All in all, I'm rather disappointed in how the thing is playing out...so much so that the original title of this post was "Dragon Crap." It IS tense and pressurized, but as written the adventure lacks focus or a clear path of action for the players...and that has meant the pace of the thing has been slow. I'm used to a brisker adventuring style, not this cautious, tentativeness (caused by the lack of direction). It's frustrating; I wish I'd had a chance to play-test before submitting the thing for publication. 

Ah, well.

We'll see how it goes today: last week the kids finished up school for the year, and we ain't got shit to do (at least, not till soccer practice this evening), so I'm sure it will be "game on" after breakfast. The players finally stumbled into a fight (right at the end of yesterday's session) and it seems pretty clear they've managed to alert the section they've been poking around.  I'm going to try spending a little time organizing the pages this morning, to see if I can get some semblance of what organized resistance to the PCs' intrusion. Hopefully, things will go smoother.

Later gators.
: )