Thursday, December 8, 2022

Idaho Deathlands

My plan to write more got derailed by ending up flat on my back with the flu the last three-four days. Just a bad week to be sick (and, yes, now it's hit other family members, including the wife and daughter) what with the in-laws in town and mi suegra's birthday to celebrate. Ah, well. Most of us...including me...are on the mend and the boy's iron constitution has once again proven to be immune to the soft depredations of the rest of us frails.

SO. What am I working on today. Sticking the Desert of Desolation into my campaign world. Specifically in Idaho, in the eastern half of the Snake River Valley, a.k.a the "Great Rift of Idaho." This was a tricky one; not only did I need to find an area of similar size in specifications (the I3-I5 series encompasses a mapped wilderness roughly 110 miles long by 60 miles wide), it had to be an area that could be 1) easily converted to desert, and 2) be bordered by mountainous foothills and broken lands of the type described in the modules. A great sandbox of death, in other words.

Building on my Micronauts-inspired, post-apocalyptic wasteland, the easiest way to get to where I wanted was to look at climate change projections and blow-up the human-made irrigation systems that allowed Magic Valley to transform from an uninhabitable wasteland it was as recently as the 20th century. Knock out the dams and infrastructure and Twin Falls dies in (probably) a cannibalistic apocalypse...especially when you factor in standard D&D monsters looking for sustenance. 

Fortunately (for me), there really aren't that many towns I need to raze /de-populate once you remove the "Magic Valley" issue. Gooding is pretty much the "last outpost" of humanity: 2020 census puts the population under 4,000 anyway, and my campaign generally cuts pop by a factor of seven to ten...well, when I'm not using the 1890 figures (my go-to default). As such, the Great Kingdom of Boise is really the only organized civilization west of the Desert...and it may be more "bandit kingdom" than anything else at this point. 

Well...maybe. Thing is, when doing pop. figures I'm generally looking at post-European settler / pre-railroad for determining what kind of populations my "D&D-tech-level" can support. Because despite the existence of magic, it's a tough ol' world for these fantasy colonists and this ain't no magical Renfair society. Magic-users (um...sorcerers? witches?) are generally feared and/or misunderstood and the "awe-inspiring" bit only holds until you've got a big enough mob of peasants with pitch-forks. Magic (and its counterpart, "high technology") is generally blamed for the current shambled state of 'the world that is;' peoples are trying to make their way without magic, rather than with it. 

What's the stress-level of people living near Hanford? Do you really want a wizard capable of summoning demons living inside your town? Even one claiming to be beneficent? Yeah, clean, nuclear power...totally cool with that, right?

So, yeah. No railroads. Lose the infrastructure it makes possible. Up the temperature a few degrees, add some heavy desertification (possibly helped along by a magic/tech catastrophe a couple centuries prior) and voila!...a setting for exploration and uncovering of ancient, treasure-filled ruins. 

Now, I did say that the Desert of Desolation wilderness is about 100-110 miles long that, even starting with Gooding, doesn't quite take us all the way to Idaho Falls, let alone I-15 and the cities along that route. But, that's actually fine as it helps explain one of the things left unexplained by Oasis of the White Palm, namely where the heck are the slavers of the Sandvoyagers Guild selling their kidnapped victims. Yes, yes, the module tells us that Thurnas Netmaster (leader of the slavers) "is working with Drow allies," from which we might infer that captives are being taken into the UnderDark...except that the presence of the Drow in the desert is patently ridiculous (how the hell did they get there? There are no subterranean tunnels or methods of reaching the UnderDark from the oasis. The slavers own excavation efforts have led them nowhere! And there are no ways for a dark elf to get across the burning sands with their special "Drow gear" intact...the two presented by the module are given nothing in the way of personality, background, or motivation and exist solely to fight and die on the blades of adventurers).  So, no...no Drow. Which means we still need a buyer of slaves. And while the savage centauri are likely to use such captives as a foodsource, I'm thinking of placing a slave-owning/slave-trading nation/culture EAST of the desert...should the players decide to continue adventuring that direction.

After all, I've still got the Slaver series to re-work. And if one needed a place to put the volcano-situated city of Sunderham, well, you really need look no farther than the caldera of Big Southern Butte, some 90 miles east of Gooding and 47 miles west of Idaho Falls...a perfect location for the secret City of the Slave-Lords. 
; )
The adventure to follow....


Sunday, December 4, 2022

Something Different

December...well, the winter holiday season in general...always seems to be a tough one for blogging about RPGs. So many distractions: not just family/vacation/travel stuff, but just non-gaming stuff (like football season playoff races, holiday parties, school activities, surprise snow falls, etc.), This year, I've got the in-laws in town through the New Year and World Cup soccer to watch as well. 'Course it didn't help that my electricity was shut off for eight hours yesterday (that was planned power company work, not weather related)  Plenty of reasons not to sit down and blog.

Not that I don't want to. Woke up sometime around 4am this morning wanting to reel off a long-winded rant, mostly political in nature, and only tangentially tied to gaming. Instead, I spent a little time surfing the net, popping off on other folks' web sites and (eventually) going back to bed. After all, in addition to everything else, I do need sleep and four hours a night just isn't enough.

But here's the thing: much as I like writing my commentary on gaming (and occasional, practical ideas), I do have some writing projects I'm working on (and, no, not just Micronauts-related). And with limited opportunities for any type of 'sit-down-compose-my-thoughts-and-type,' I'm left with a tough decision: put in effort on things that may (or may not) bear fruit down the road OR bloggity-blog-blog and keep my readership entertained.

And you know I do love you guys.
; )

Soooo...I think I'm going to try something different, at least till the end of the year. I'm going to spend my spare moments working on projects and, when I have opportunities, I may just post excerpts...probably sans explanation. I realize that's kind of lame (no one likes a tease), but I really want to bang out some solid page counts on these ideas, see if they have "legs," and I just can't do that when I keep taking time off to blog about my research on the Great Rift of Idaho (for example) and how it pertains to my AD&D campaign.  Ya' know?

Yeah, yeah...not a very merry Christmas gift for readers, I'm afraid. Maybe it won't be so bad...or maybe I'll change my mind in a week (so wishy-washy!). But that's my plan for the next four weeks.

Later, gators. Much love to all of you.

Thursday, December 1, 2022

Sand Zones, Star Scepters, And Pharoid's Legacy

SO...looking back over my old blog posts, I thought for sure I'd mentioned my love/fascination with Micronauts somewhere. Clearly this isn't the case. I suppose another dive into my personal history is necessary.

My earliest memories of Micronauts are, of course, the toys which for several years (I'm guessing 1977 to 1980 based on release dates) would inexplicably appear beneath my Christmas tree on Christmas morning.

I say "inexplicably" because (as far as I can remember) I never asked Santa (or my parents) for a Micronaut toy ever (at least, not till the very final series) and they were largely off my "kid radar;" I didn't see ads on TV for them (Saturday morning cartoons had not yet started marketing toys via serial tie-ins to children), my cousins/friends didn't own them (so far as I knew), nor did I ever see them in the stores (not that I frequented these regularly as a small child).  In later years, following the first batch's appearance on Christmas morning, my brother and I, now familiar with them, would sometimes pore over the Sears "wishbook," divvying up which Micronauts each of us would eventually own (as we did with ALL toys appearing in such catalogues)...but we never went so far as to actually LIST these, so far as I can recall.

Typical Micronaut
Antagonist
As a matter of fact, this led to tears (on my part) one Christmas morning when I received a Galactic Command Center and my brother received a Star Wars "landspeeder." While the Micronauts base was, by far, the more interesting and useful toy of the two gifts, all my young mind could process was the fact that my brother had received a Star Wars spaceship...and I had not. Where was my tie fighter? Where was my X-wing? Ah, well, I did get over it (even the same day) as children do, and while I have immense affection for all the Star Wars toys and action figures I received over the years of my childhood, the Micronauts, in retrospect, are far more interesting. There are many times I've thought that I'd wished I'd been a bit older when they'd been released so that I'd appreciated them more.

Then again, if I had been older would they have gotten so tightly woven into my subconscious imagination?

If you had asked me, as a child, which was my favorite Micronaut toy EVER, I would probably cite the last one received: centaurus, with his laser crossbow and glow-in-the-dark (removable!) brain. That's a figure I absolutely wanted and asked for...even saw it on a store toy rack before Christmas. And even today, it's still solid...one of the coolest action figures I remember owning. But two other figures stand out as being exceptionally loved and played with by Yours Truly. One was the (original) Acroyear, whose dagger I managed to retain for years, despite being of the age when one loses accessories right and left. The other was Pharoid and his Time Chamber which fascinated me endlessly. I took it with me to Christmas morning Mass (the only toy I ever treated with such reverence) and recall spending long hours just...fiddling...with the thing. Opening the tomb. Putting him in the tomb. Taking him out. Repeat. What was the story of this guy?

Such a weird toy.

[if I had to guess, the Egyptian motif probably had much to do with the fascination. The King Tut exhibit traveled to Seattle in 1978, and was another momentous experience in my formative years]

But regardless of childhood toys, it was the Marvel comics written by Bill Mantlo that really cemented my love of the Micronauts.  I am 99.9% sure I started reading Micronauts with issue #34 (circa 1981) in the middle of the whole "Enigma Force" storyline (guest starring Doctor Strange!). I mean, talk about starting with a bang: mysticism, magic, super science, alien species, drama, betrayal...and, of course, a murderous band of gunslinging adventurer-heroes...all in the desert environment ("Sand Zone") of Aegyptia, with its towering tomb monuments, said to house the giant ancestors of the Microversians.

In addition, there was also Pharoid and Acroyear, Force Commander and Baron Karza. 

Well, whatever. I collected more than a few of the comics during its 50-some issue runs, including several of the back issues...mostly ones that were Micronauts-specific rather than crossovers with the X-Men and such. See, I wanted stories steeped in the lore of the specific IP, strange as it was, weird as it was...and, often, quite "dark" in nature (considering the concept's origin as a children's toy line). Some of those body bank stories...brr, frighteningly gruesome. A lot of body horror in Ye Old Micronauts, even the first issue of "The New Voyages" (the last issue I ever purchased, summer of '84) when protagonist Commander Rann was forced to sever his own hand at the wrist. 

[and people wonder why I like to make player characters suffer...]

Okay, okay, enough with the nostalgia: why am I writing about the Micronauts? Well, the last few days I've been working with the Desert of Desolation module series (I3: Pharaoh, I4: Oasis of the White Palm, and I5: Lost Tomb of Martek), seeing if there is some way, somehow, that I can twist them into something fun and functional for use in my own D&D campaign.  After all, they ARE just sitting there on my shelf, and I have fond memories of them as a child. Plus, they seem to be...more or less...in the proper "level range" for my current batch of players.

Mm. I won't lie. They're all pretty bad. Or, maybe, "inconsistent" is the operative word. Take Martek, for example: it's got some pretty cool ideas in it. The Cursed Garden. The Abyss. The Moebius Tower. But it's a real stinker of an adventure...just really poorly designed and fatally flawed in several gross ways (the Skysea is AWESOME...but it also one of the easiest TPKs I've ever seen in a TSR module). As well, it is just...missing...stuff. Things to do. Monsters to fight. Places to explore...in a non-linear, nor railroad fashion. There are several "here's a place that the DM can develop...so long as it doesn't PCs too long from the story being told" instances. Why the heck not? Because we're in such a hurry to get onto the next story? 

[probably...considering the absolute dearth of requisite treasure levels in these modules]

SO...interesting concepts/ideas, poor-to-terrible execution...and as with my analysis of I6: Ravenloft, I find that a LOT of this adventure would work just fine for LOWER LEVEL CHARACTERS. There is really nothing "mid-level" about this adventure, save that all the Hit Dice of encounters have been pumped up...to no good end.

FOR EXAMPLE: You don't need these unique "noble class" djinni and efreeti...a normal 10 HD efreet with max hit points would work JUST FINE for characters of levels 3 to 5 (remember also that the MM specifically says there are noble djinni with the same HD as an efreet). You don't need all these 4 hit dice dervishes and air lancers...just make them standard dervishes and nomads of the MM. And these new undead? They're just 8 and 10 hit dice NOTHINGS that cause fear and hit for 1d10 points of damage. Just what the hell are we playing at Hickman? It's not like the treasure count justifies a party of 6th - 8th level!

And remember that whole post about how much water you need to carry? In AD&D (the edition for which these adventures were...ostensibly...written) a cleric receives the create water spell at 1st level. By 5th level (the minimum suggested level for I3: Pharaoh), a cleric with a 16 WIS can cast five such spells per day, each casting conjuring 20 gallons of water per day...enough for some 25 humans. As with my review of I6: Ravenloft, it appears that Hickman's design assumptions are based on an earlier rule set (in OD&D, only a 6th level bishop can create water...and doing so leaves the character without the ability to neutralize poison, cure serious wounds, or cast protection from evil 10' radius). 

[side note: when I ran the Desert of Desolation series in my youth, the party tackled it withOUT a cleric, making the adventure considerably more difficult]

*ahem*

SO...the modules are crap, but they're crap with interesting bits. They're railroads and poorly stocked, but they've got a bunch of maps that ain't terrible. So when I think of how to fix them...to take their interesting bits, and make them both playable and (if possible) more interesting...I keep coming back to the Micronauts and those images from my youth: Giant, upright sarcophagus-tombs. Ancient tech/magic lost centuries before. Techno-bedouins riding giant, domesticated "ostras" (think: axebeak) against horse-headed "centauri" (re-skinned centaurs) in tribal warfare. And somewhere, lost in the sands, a laboratory-temple housing the ghost of Baron Karza, waiting to be resurrected and resume his conqueror's ways.

Lots of ways to spin and 'skin this thing. And probably a lot of ways to do it in a way that doesn't require a large group of mid-level characters. A post-apocalyptic, desert wasteland concealing generational secrets buried beneath riddles, legends, and sand. Sand and blood and treasure. Dig it.

Who needs "Sambayan air lancers"
and "Thune dervishes?"



Thursday, November 24, 2022

Giving Thanks

A few minutes here. Not enough to write anything major.

I have a lot to be thankful for. Too many things to list, even if I had the time. It's been a lovely week. The in-laws in town, the kids home from school. the wife off work...and no need to travel anywhere. Just chilling at home. Some people prefer to lie on a beach to reduce stress...I prefer to lie on my couch.

I hope that whoever you are reading this, wherever you are reading this...I hope that you are able to find your own pile of blessings to be thankful for. Whatever they are...even if it's just a chance to put your feet up for a few minutes and watch a football (or futbol) game. Take a moment, take a few deep breaths, and be glad that you can.

There's always something. But my fervent wish, hope, and prayer is that whatever your stress and anxiety and fears are that haunt you this holiday season...whatever negativity might be lurking in your mind...I hope you find a way and means to reduce it. And by doing so, increase your enjoyment of life. 

That's it. Have a happy one.
: )

Tuesday, November 22, 2022

World Cup

Spending my early mornings watching World Cup (it's halftime right now). Sorry, folks.

ALSO...my in-laws are flying in this evening and will be with us till the end of the year. Makes for busy evenings.

If you don't see anything here before Thursday, please know I'm wishing all my readers a happy Thanksgiving. Enjoy your loved ones; and be safe. 

Friday, November 18, 2022

No Fun Friday

In my last post, Jacob72 commented (in part):
Logistics and encumbrance are proper fun killers for a lot of folks and I think that it is no accident that a lot of modern games and even OSR house rules lighten the burden of it by moving to a slots or item system. Even the Appendix N source material was vague about these aspects for Fafhrd & Gray Mouser or Cugel.
He also mentioned Prince of Nothing's somewhat recent blogpost on the subject. That's a fairly good one, but I'd also draw folks attention to his earlier post on the subject, especially the comments thread and some of my comments, which included nice pertinent links.

My own feelings on encumbrance were addressed back in 2020 (though I peg 2019 about the time those feelings "crystalized"), when I stated...in rather large letters:

You can NOT have a meaningful campaign if strict encumbrance records are not kept.

"Strict" is pretty harsh. I'm not calling for rigid, rigorous bean counting in play; as I wrote at the time:
In real life, we only bother with our nice, neat packing when we have ample time to prepare...say before setting off on a journey. However, what happens when you wake up late and need to stuff everything in your bag just in time to check out and make your plane connection? Stuff still "fits" (even those extra souvenirs and books you picked up while sight-seeing) it's just that your bags are over-stretched, bumpy, and straining at the zippers. Kept in a such a state, they will eventually wear out, burst their seams and fastenings, cause straps to break, etc. but for the short-term, they'll make it just fine. 

Treat your D&D encumbrance like that. Players can (and should be) exacting prior to game play (i.e. when preparing for their expedition). During play, don't sweat the small stuff too much. Packs and bags don't necessarily carry the exact weight listed. D&D encumbrance is a measure of bulk as well as weight. And different items made in different styles may encumber at different rates from "standard." Eyeball amounts. Have a rough idea of what each character can carry before movement decreases (that's part of your prep, O Great And Powerful DM). When the treasure carried (or goblin swords being looted for Lord knows why) start hitting...or coming close...to the break points in your notes, inform the players and ask them if there's any vital equipment they're willing to discard prior to being reduced to a crawl. Make them sweat the situation, without making them pull out their calculator app at the table. 

Time enough for the exact count in between sessions...presumably when the characters have made it back to town.
That's how I've been handling encumbrance for at least three years now.

I'm sorry if it sounds like a "fun-killer" for folks...math is hard, amIright? But let me tell you how it works in practice:
  1. Despite being a geezer, I handle a lot of my DM prep on Ye Old Laptop (duh), mostly in Excel spreadsheets. Calculating monsters, treasures, experience, etc.? All handled quickly and easily, even without creating auto-formulae (which I have done in the past). Opening up a spreadsheet, listing weights for items, and hitting "sum" takes Very Little Time and is part of my prep/cleanup either pre- or post-session. I do it. I keep the players' character sheets, after all (keeping all the game material together in one place...i.e. with the DM...is convenient for staying organized). 
  2. I don't write on or notate players' character sheets (while I retain sheets between sessions, their sheets are still their own). But when the next session starts, IF there has been a change in encumbrance level or movement (based on my calculations) I inform the player of this at the start of the session...just in case he/she wants to make a note (they usually do). Regardless, I take any new movement rates into account in terms of exploration (random encounters, resource expenditure, etc.), and mobility limitations (as per PHB p.101-102...inability to run, hustle, etc.). 
  3. Once players are aware of their limitations based on encumbrance, they are more inclined to self-police themselves...cutting down on unnecessary equipment, choosing lighter weight armor, etc. They also start to get a good sense of when to leave a dungeon environment based on the bulging sacks of treasure that they are accumulating (contrariwise, empty sacks push them to explore further even as they eye their dwindling supplies of torches, etc.). I'm also quick to point out that a party can't travel faster than their slowest member, so they tend to HELP each other (both in terms of critiquing load outs AND sharing burdens between party members).
  4. Between dungeon delves, encumbrance management provides an important logistical consideration for travel...how and what to hire, what animals are needed to pull wagons, do we charter/purchase a ship, etc. As you might imagine, it's far more fun (and entertaining) for players to organize their own caravan than to look for work as "caravan guards." That is work for broke-ass (or low level) adventurers...ignominious, thankless work requiring little skill and paying a pittance; far better to be caravan masters than caravan servants.
In practice this kind of game play actually works to engage the players' attention. It's not just an exercise in accounting; rather, it helps put the players in their characters headspace. Which is to say, it forces the PCs to worry about the same sort of things that a "real life adventurer" would be worrying about.

Let me drill down right here: I haven't played in a 5E game since the thing was first in public Beta testing. But I've since read the PHB and have heard many anecdotal accounts of gameplay. It appears that 5E mechanics engage players by focusing them on their character: its background, its abilities, certain choices that come up as the character rises in level. It is very inward looking...pushing players into their own imagination, from whence they (in theory) bring forth something to display at the table: their proficiency at "playing in character," their effectiveness in using their character's traits tactically, etc.

AD&D doesn't do this: after all, once you've rolled your abilities and chosen your race and class, there's not much more "introspection" that's needed. All paladins of a given level have the same abilities. There aren't any backgrounds. If you go by the "racial preference" chart, every elf have a similar attitude towards dwarves and halflings as an any other.

Instead of focusing on yourself, you are forced to focus on...and engage with...the game and (presumably) the adventure at hand. Did anyone buy a rope? How many torches should we take with us? How much oil? The fighter's wearing heavy armor and has her hands full with sword and shield...how is she going to see to fight? Can the wizard carry a (full) large sack while maintaining the light spell?

Dealing with the "nitty-gritty" puts the players in the minds of their characters...it makes them feel like they're IN the adventure, rather than watching some show or reading/telling some story ABOUT an adventurer.  "Who cares whether I'm the illegitimate son of a blacksmith...how the hell are we going to get this chest of gold out of the oubliette without a block and tackle? And even if we do, how are we going to carry it out of the dungeon before some hobgoblin war party catches up to us?"

I prefer orienting the players in this fashion. It's not about being an anal retentive, number crunching rules-monger. What I have found is that without this "accountability," the game becomes less-and-less about experiencing adventure in a fantasy world. Which is (for me) the point of play. 

"How JB? How is it about 'experiencing fantasy adventure?' What you describe just sounds like an exercise in number juggling!"

*sigh* Okay. There's two parts to this thing...one for each side of the screen:

For the Players: they're NOT seeing a lot of number crunching. As I said, they get the end result calculated from me (weight, movement, etc.)...the same way they get the final tally of calculated experience from me. They can then make choices. "How much am I over? Fifteen pounds? Okay, what can I drop that'll get my load down to a more manageable level?" 

It's not Papers&Paychecks here. Look, do you allow your players to buy their own equipment? Choose their own spells and weapon proficiencies? And does that 'shut down' the game by over-burdening the players with choices? In my experience: no. Instead, it makes them think and consider things like an adventurer. It contributes to experiential play.

For the Dungeon Master: sure, you've got more work to do...but it's not that hard. Far harder to come up with a "new, awesome" adventure (the concept, the map, the keying, the stocking, etc.). It sounds more daunting than what it actually is.

And what is gained is enormous. Not only am I rewarded with players who tend to be more engaged and cooperative, accounting like this forces me to up my game as a DM and world builder. Spending the time to figure out the ins and outs of nomadic desert life from a historic perspective is fun research for me, but it also makes it easier to craft a richer, deeper campaign world that I find entertaining and worth engaging with...and I'd hope my enthusiasm (at the very least) bleeds through as extra energy during any game session I'm running.

Yes. Just from worrying how much water you need to carry and how much it weighs.

I don't doubt that some people shake their heads in disbelief at these ideas. I was much the same mindset, just a few short years ago, all but unwilling to even give this stuff a try. Suffice is to say: I'm a changed man. Having taken a few baby steps...and then a few more, and a few more...well, now I see that my prior thinking was in error. 

Maybe, once upon a time (in that fabled time before laptops and spreadsheets and the internet) such "minutia" was too much effort for the pleasure gained. Now, though, with the ease by which all this is accomplished? Not doing the work is just laziness. 

Happy Friday!