Saturday, December 17, 2016
Star Wars Rogue One...
Friday, September 4, 2015
Stocking Per Moldvay (Part 2)
Sorry...got a little distracted with other posts this week. Plus, perhaps, I'm a little hesitant to "pull back the curtain"on how I do stuff. It's like a magician revealing the secret of his tricks, or a coach revealing his game plan...or, more accurately, a nerd revealing his spreadsheet.
Ah, well. Here goes:
The pertinent section for me is found in Moldvay on page B52, section E: Stock The Dungeon. Obvious, no? Maybe, maybe not. Here's the text:
To "stock" a dungeon means to fill in the general details, such as encounters, treasure, and traps. Special monsters should be first placed in the appropriate rooms along with special treasures. The remaining rooms can be stocked as the DM wishes. If there is no preference as to how certain rooms are stocked, the following system may be used. Roll 1d6 for CONTENTS, and then roll on the second table for TREASURE according to the result of the first roll. A "Yes" result means tat Treasure is there along with whatever is indicated by the first roll.This method of stocking a dungeon is Moldvay's adaptation of the system given in OD&D Volume 3: The Underworld & Wilderness Adventures (see pages 6 and 7 of that book). It's cleaned up and codified from the original book, and is followed by an easy-to-use table that cross-references the CONTENTS roll with the TREASURE? roll. Here's what you get:
Contents: 1-2 Monster, 3 Trap, 5 Special, 5-6 Empty
Monsters have treasure on 1-3 dice roll (50% of the time), Traps have treasure on a 1-2 dice roll (33%), and Empty rooms have treasure on dice roll of 1 (16% of the time). A Special is "anything not exactly a trap, but placed for special reasons." It could include the equivalent of a monster (the examples have both things with which to interact and things with which to fight) or a trap, but in general it just means an unusual feature of the dungeon...the equivalent of a fancy "empty" result.
Now, personally, I don't want to roll dice for every encounter area on the map; I've always been of the "stock as the DM wishes" mindset. At the same time, I do want a decent spread when it comes to the distribution of dungeon attributes for my adventure site, and I need some model with which to work. And I find the percentages in Moldvay's "random chance" method to be quite fair...lazily, I can use it as my model simply by running with it and the law of averages.
FOR EXAMPLE, in a map with 36 encounter areas we'll find:
12 encounters with monsters (6 of which have treasure).
6 encounters with traps (2 of which have treasure).
6 encounters with special features (1 of which has treasure, assuming they are non-dangerous).
12 encounters that are empty (2 of which still have treasure).
I then adjust this proportionately based on the actual number of encounter areas my map uses; for example, if there are only 18 encounter areas, then there will only be six monsters (three with treasure) and only three traps (one with treasure).
I thus tend to work in factors of six when it comes to setting encounter areas for an adventure site (6, 12, 18, 24, 36, etc.) as that's the easiest way to keep the proportions right. The exact contents of an encounter area (please note, an "encounter area" is not always "a room" on a map...it could be a corridor, an intersection, an exit, stairway, etc.), the exact contents are determined in "the usual way," i.e. monsters and traps appropriate for both the site setting and the level of character for which the site is intended. If the encounters are divided up over a number of layers, then the tougher encounters are farther removed from surface exit (up or down, depending) and the greater rewards likewise more distant.
After all, if the big score was in the first room encountered, chances are someone would have already claimed it, yeah?
Now as to the treasure...recall from my last post that my intention was to provide enough treasure for a party equal to the number of PCs at my table to level up within three to four sessions. With regard to B/X, I've found that an party can expect to get through roughly nine encounter areas in per session...maybe one encounter per 20 minutes of play on average with minimal distractions. Even rooms that are empty are likely to be searched, or at least discussed and approached with caution, whereas combat is often "short and sweet" compared to games of the 3rd and later editions.
Nine encounters. Savvy players that don't mess around (or that get lucky with their dice rolls) might get through more, especially if breaks (for drinks or whatnot) are kept short. Extraordinarily cautious players might get through less. My average game session is probably three to three-and-a-half hours of play, and I don't expect players to search out every nook-and-cranny of an adventure site. A 12 encounter dungeon is good for about a single night's play. 18 and you're talking a couple sessions with time for "upkeep" issues (going to town, stocking expended resources, looking for new adventure leads). 24 to 36 (about as most as I ever go...I don't really do "mega-dungeons") are enough to last three to four game sessions, as the site is going to be big enough that occasional retreat for rest and replenishment will probably be needed. So how do I divide up the treasure?
Welp, some folks will have already noted that that this scheme of dungeon stocking results in a treasure score in nearly one-third of all encounter areas (11 out of 36). Personally, I usually just go with a 1-to-3 ratio (upping the number of dangerous "special" encounters to justify the extra loot)...and that seems enough to keep the players' interest. Even if the initial scores found are small, it's enough to drive the PCs further in, looking for the next bit of bling.
The amount of treasure used depends on the number of encounters...anything in the 24+ range generally gets the full "level up" amount, and anything less generally uses 50% of the total I'd expect. I don't expect players to find every last scrap of treasure squirreled away, but monster encounters also yield XP, and most players use characters whose prime requisites provide XP bonuses. Thus knowing the total treasure yield (based on intended party level and total number of encounters) and total number of "treasure areas" (one-third of all encounters), I can go about my distribution. Most often I use that old 50-of-50-of-50 rule.
[that's not the name. It has a name. I can never remember it, so that's what I call it in my head]
50% of the treasure yield goes into a single encounter area. This could be a secret treasure room, the hoard of the dungeon's largest monster, or some massive (and nigh unmovable) monument of gold and crusted gems. 50% of the remaining yield into the next biggest treasure area, 50% of the remaining into the 3rd treasure areas, etc. The last two encounter areas with treasure will yield the same value.
FOR EXAMPLE:
My player group consists of six players with an average character level of 3rd. The total value of treasure to earn 4th level is around 44,400 gold pieces worth (6 PCs X 7,400xp...the amount being the average between the thief (low) and the magic-user (high) for the party). In an adventure site ("dungeon") with 30 encounter areas, we'd expect the treasure yield to be in 10 (one-third) of those areas. A single area would yield a massive haul of 22,200gp worth of treasure. The remaining nine treasure areas together would total a like amount, divided as follows:
#2 total 11,100gp
#3 total 5,550gp
#4 total 2,775gp
#5 total 1,388gp
#6 total 694gp
#7 total 347gp
#8 total 174 gp
#9 total 86 gp
#10 total 86 gp
These are my rough figures that I use as my guide. Perhaps area #10 has a single 100gp gem (tied in a leather thong around the orc chief's neck), while area #9 is a strong box of 720 silver pieces (reduced in value because of the upped value of #10). Perhaps, I don't want area #2 to yield over 10k in gold, so I add #2 and #3 together and split 'em down the middle (a twinned pair of jade idols worth 8,325 gp each, lost in different parts of the overgrown temple).
As I said, the exact yield of the treasure at an encounter location determines how difficult it is to procure...how far it is from the dungeon entrance, whether or not it's concealed, whether it has a guardian or trap protecting it. Those types of questions are best answered with experience, of course...how best to challenge the players, how much risk goes with how much reward. Figuring out those answers are part of the "art" of being a DM. But establishing a baseline distribution method like this goes a long way towards making my job easier.
All thanks to Moldvay.
: )
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Yeah, my secrets are all out now. |
Wednesday, October 17, 2012
Secret Histories
…an entire year after he finished his first treatment, Lucas emerged with a rough draft screenplay. It was called “The Star Wars” and was dated May 1974…Jan Helander summarized the rough draft:
Kane Starkiller, a Jedi-Bendu master, is in hiding on the Fourth Moon of Utapau with his two sons Annikin and Deak, when a Sith warrior finds them and Deak is killed. The surviving Starkillers head to the Aquilae system, where they are met by Kane’s old Jedi friend, General Luke Skywalker. Kane, whose war-battered body is a concoction of artificial limbs, knows that he is dying, and persuades Luke to become Annikin’s Jedi teacher. He then travels to the city of Gordon, leaving his son with Skywalker and the King of Aquilae. Clieg Whitsun, a rebel spy on the emperor’s planet of Alderaan, has learned that an Imperial fleet, led by General Darth Vader and Governor Crispin Hoedaack, is about to conquer Aquilae with a “death star” space fortress. Rebel fighters are sent out to stop the attack, but the Aquilaen king is killed, and instead of Princess Leia (the rightful heir), a corrupt senator takes over, surrendering the planet to the Empire.
Annikin, Luke, and Whitsum, joined by Artwo Detwo and See Threepio (two bickering robots who have escaped from the space fortress), bring Leia and her two younger brothers to the spaceport at Gordon, from where they can reach safety. After a fight at a cantina, where Skywalker uses his “lasersword” to kill his antagonists, the group meet up with Kane and his alien friend Han Solo who have arranged transport to a friendly planet. They need a power unit for suspended animation in order to get past Imperial scanners, and Kane heroically rips one from his body, causing his death. After avoiding a trap set by Vader and Prince Valorum (the black Knight of the Sith), the rebels are pursued into space, where the arguing Leia and Annikin realize that they love each other. Their craft is damaged in an asteroid field and Whitsum dies as it explodes, but the others abandon ship in time and land on the jungle planet of Yavin, where Leia is captured by alien trappers. Annikin tries to rescue her, but only succeeds in freeing five “Wookees” (huge, grey and furry beasts), and Leia eventually ends up in the hands of the Empire.
After a tip from two anthropologists, the rebels and the Wookee tribe (including Prince Chewbacca) attack an Imperial outpost, and a forest chase ensues. When he learns that Leia is held captive aboard the space fortress, General Skywalker starts traiing Wookees to fly fighter ships in order to conquer the death star. Annikin is skeptical of the plan and gets onto the fortress (together with Artwo) on a mission of his own, dressed as an Imperial “skyraider,” but he is soon captured and tortured by General Vader. Valorum sees this and realizes that the Imperials are completely without honor and codes, and that he has more in common with the young Jedi than with the emperor. Turning his back on the Empire, he frees both Annikin and Leia, and they escape down a garbage chute. After almost being crushed in the garbage receptacle, Valorum, Leia, Annikin, and Artwo manage to abandon the station just before the Wookee destroy it, killing both Vader and Governor Hoedaack. Back in her throne room, Queen Leia honours the heroes (including Valorum), and Annikin is appointed new Lord Protector of Aquilae.
Thursday, February 2, 2012
Lies, Damned Lies, and Statistics (Part 1)
I'm going to try to get it finished and posted (yes, there's a download), either tonight or tomorrow, and I'll explain the whole damn thing then.
Later, Gators.
; )
Friday, February 12, 2010
Friday Update
Wow, JB...you dropped off the face of the Earth for the week. I’m sure that’s what SOME folks are thinking.
Well, kind of sort of not really...I mean I’ve been here after all, just doing things other than planting seeds in the old blog...or anything gaming related actually. But here I am, and hi and hello to everyone!
[by the way, I am currently writing this at the Wild Mountain Cafe, which does NOT have internet access...however, I shall be posting it later as I move to the Wayward Coffee Shop and it’s WiFi network...sorry, folks, this ain’t even in real time]
But who cares, right? What’s the skinny?
Well other than my own job-type work (which was incredibly back-logged and which I’ve finally FINALLY caught the hell up on, not that any gamers/readers would or SHOULD care), I’ve started writing again. As in really writing, not just scratching out notes and outlines. Just spent a couple hours yesterday doing it, and I fully intend to spend several hours today doing the same.
Thank God.
It’s been awhile...like WEEKS, I’m afraid. I wouldn’t call the problem “writer’s block,” per se...once I actually started typing the words kind of avalanched out of my brain (as per usual). All the stuff is up in the ol’ brain pan where it’s been ruminating/fermenting but I just haven’t been putting fingers to keyboard.
I prefer to call my syndrome “inertial block.” Historically, I have been a slave to inertia. When I am in motion I tend to stay in motion, and when I’m not...well, my wife will tell you it can be hard to get me moving once I’m “planted,” even with a ton of coffee pumping through my veins.
This week, I was using my inertial energy to bulldoze through the stuff on my desk/computer at work. By Thursday noon, I had nothing left to do, and after lunch a few phone calls and a nap, I had nothing TO DO but actually get back to work on the module....and knocked out a couple more solid pages, including a bunch of the boring stuff.
I’m back, baby.
So today should be more of the same...the last couple Fridays I’ve had tons of shit to do, including catching up on blog reading-writing and A TON of household chores in anticipation of Super Bowl / NFL play-off parties. Today, there’s nothing till 4:30 or so, which should give 5-6 straight hours of writing. I’m sure I don’t need to explain myself here, but it’s cathartic for me to express just how liberating this is...even with my tweaked back/shoulder twinging at my neck.
Anyhoo...there’s a lot of stuff I could blog about: my new super secret project, and a second only-slightly-less-secret project I like to refer to as Operation: Gypsy Road. I spent a lot of time reading about Oddysey’s Traveller campaign and it made me salivate to have one of my own...hell, I might even run some solitaire “trading missions” in my spare time to see how the system plays (I haven’t yet run a Trav campaign with the new Mongoose rules, though I’ve owned the book for a year or so).
I’ve been reading Dies the Fire...slowly...and I’m really digging it. It’s not nearly as depressing as the real life stories coming out of the Congo these days (folks, that place is in the shit and no lie...write your congressman to get involved!). It is also exactly the kind of story I was talking about including both the “struggle for survival” and the “re-building of community.” If I DO write my own post-apocalyptic RPG I think that Stirling’s book (along with The Canticle for Leibowitz) is going to be incredibly influential on how game-play is shaped...it ain’t just about looking for treasures buried under ancient rubble, it’s about finding a way to feed your clan/family in a world gone mad.
But PA is definitely on the back-burner today. For one thing, it’s cold and very wet today without a trace of Springtime Re-Birth in the air. For another, I want to bang out at least half-a-dozen pages on GQ1.
Happy Friday, folks!
Friday, February 5, 2010
Top Secret Project & Companion Update
Friday, July 24, 2009
Ancient Chinese Secrets
Wow, I’m not sure where I gave the impression that my B/X Companion was going to reveal some great secret (or even that there were secrets to be revealed about D&D after all these years). But I suppose to some folks this kind of information is new; when you start researching Lost Atlantis you dig up all sorts of things that past researchers (Ignatius Donnelly, Graham Hancock) may already consider elementary. But to the newbie, the info seems fresh and exciting.
How could there be so many newbies among so many…um, “oldbies?”
Welp, I don’t think there IS a “secret endgame.” (ooo…maybe I should create one! We’ll be our own little endgame secret society!) Let me draw your attention to this old post on Grognardia. The comments by folks are fairly interesting, if you don’t mind reading ALL 94 OF THEM (and counting!).
Check this quote from Rob Kuntz:
Building and experiencing new varieties of campaign/world settings is consistent
with the game in its norm; and indeed experiencing many types and varieties of
experiences within these enriches the playing and DMing experience overall and
at different, and often, more exalted levels of comprehension and expanded
creativity for both. This is consistent with the "Front-Game," which I believe
is being exhorted by a few here, which in sum is a large part of this "end game,
that of immersing oneself in as many of the game's open-ended attributes as
possible. This expands creative dimensions exponentially and moves experiences
to different levels of creative immersion for both players and DMs. I personally
have found this more refreshing than not attempting same, at least, and prefer
it for said reasons, though YMMV.--RJK
(in another comment, RJK makes a reference to “the Original Campaign” which I think is funny, since that’s exactly how I used to refer to MY original game world)
The “secret” (if you want to call it that) is that extended play in a continuous “campaign world” with regular players can, over time, evolve into something greater than its original humble beginnings.
That’s it, really (I think). And it may be something difficult to experience without a dedicated group of gamers.
In the past, there wasn’t much BESIDES dedicated gamer groups…I am NOT just talking about insular groups that happen to be friends (or not), coming to rely on a “particular style of play” or particular house rules. THAT’s been going on for a long time, and still continues.
But for this whole “high level” thing to succeed, for my B/X Companion to mean anything, a group must be dedicated to ‘world building,’ not ‘character building.’
This is kind of the antithesis of the current editions of D&D (I’m talking Paizo as well as 4E). In these games, players are still “building a world” but one centered squarely from the ego-centric perception of their character’s eyes. Should their characters perish (an unlikely event in today’s gaming world), the campaign world may well cease to exist. Hell, the play group may cease to exist (mean old DM!).
Old D&D campaigns built up a world that was living and breathing independent of the current batch of PCs. Greyhawk is a valid example, I believe: Robilar, Mordenkainen, the Circle of Eight…these are all old retired PCs. Now they are legendary (NPC) pillars of the game world. Robilar lets out a bunch of minor demigods, and they become new patron deities of the campaign. Iuz or the Horned Society go to war with some PC kingdom, and the history of the game world is enriched by the outcome…win or lose.
But of course, to do this you must have the players (and as usual I include “DM” as a player) that are willing to commit to this vision long-term. And that’s pretty tricky in this day and age. Difficult, though not impossible.
I mean, in my own ancient campaign, the majority of the regulars were friends that went to the same elementary school as myself. I went to Catholic school (of course) that had grades for 1st through 8th. We saw each other, in class and out, weekdays and weekends for years…we played D&D beginning in 2nd or 3rd grade up past graduation. Certainly the last couple years were not ONLY D&D (as I’ve written elsewhere, we had a smorgasbord of games to choose from), but whenever we played D&D we were in our little game world. “D&D Land,” I guess you could call it.
(my friend and co-DM Jocelyn did NOT go to the same school as most of us, but because she was my best friend, and our parents were best friends we found time to get together a ton also…even when one of us were out of town we kept a pretty serious written correspondence…this is back before email and cell phones, kiddies!)
Gygax’s original campaign consisted of friends, relatives (children), friends of relatives…that’s a pretty tight connection for on-going campaign gaming. And the guy played for DECADES. Blows my friggin’ mind. But you see, you can’t get rid of your relatives…note that even when my game group broke up (when we all went to different high schools), I still had my brother and HIS friends to game with.
But today’s gamers…especially you nouveau-grognards like myself…don’t get this opportunity to game like this anymore. At least not unless we’re lucky enough to have older children, or spouses, or neighbors, that are gamers. Unless your co-worker is also your best friend…and gaming is your main hobby!...chances are you won’t have the core group to run a long-term, consistent campaign world. We’re stuck playing one-off pick-up games on-line with fellow grogs.
And that’s too bad, because it's in the long-term play that the abstractness of old edition D&D really begins to shine.
Sometimes I wonder if games like Pendragon and Ars Magica were specifically designed to communicate this “long-term campaign game” feeling. If so, it hasn’t worked out for ME in the past except maybe as a solo exercise. The “secret” of playing in and through the D&D “endgame” is that there is a natural evolution process that occurs when people start building an imaginary world. But don’t just look at Greyhawk or Blackmoore, or Greenwood’s Forgotten Realms. Check out the series of Wild Card novels based on the Chaosium Super World game. That’s world building folks.
I will say that although folks “don’t (generally) game like this anymore” there may be room for the use of technology to facilitate it. If I was a kid again, at the same school, with the same friends, but living in 2009 we would probably have a facebook page dedicated to our campaign world, we’d probably be “twittering” what one set of PCs was doing at any given time, and when our parents took us on vacation to Montana or Kansas, we’d probably be emailing every day of the summer. I might even run a (private) blog chronicling the latest exploits “heard ‘round the game world;” kind of like a town crier.
Perhaps some of these suggestions should be Chapter 9 of my B/X Companion?
: )