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B/X D&D Godsbarrow Tabletop RPGs

Godsbarrow map: the first four regions (plus noodling on banked fires)

I never get the roads, rivers, etc. on the “tile” boundaries quite right, but nonetheless I get a thrill out of seeing Godsbarrow start to come together as each region is added to the larger map.

Here’s a (clumsily) stitched-together map showing the first four regions: the Unlucky Isles (where I started, top center), the Gilded Lands (top right, my second region), Kurthunar (top left, third), and the Ice Courts (bottom, number four).

The current state of Godsbarrow, created in Wonderdraft and stitched together in MS Paint

Despite all the details that would need to be tidied up as part of turning this into a finished map (mainly boundaries, but also finalizing scales and adjusting labels to suit the zoomed-out format), this map makes me happy. Godsbarrow feels like My Place in a way it wouldn’t without this map, and if you decide to play a game there I hope it will also feel like Your Place.

This is where I started, around March 2021 (in Worldographer):

My original landmass outlines for the Unlucky Isles

I’ll go where my muse and mood take me, but the logical next stop after finishing my regional write-up for the Ice Courts would be to fill in the bottom leftmost map section. Six of my tiles, arranged thusly, is not coincidentally about the same shape as a map from the old Forgotten Realms boxed set.

I adore that set and to this day hold it up as one of, if not the, best examples of a published campaign setting designed for actual play (rather than GM wankery). Capturing some of the feel, the energy, the excitement I got (and still get) from opening that box, unfurling the maps, reading the marvelously concise and flavorful books, and playing in that version of the Realms is a core design goal for Godsbarrow.

After that, I’ve been thinking of another double-width map above the Isles and Gilded Lands, or maybe even a triple that also includes Kuruni.

Visually, that would center the Unlucky Isles as the heart of the developed portion of Godsbarrow (which, from a campaign setting creation standpoint, it is). With three tiles across the top and the ninth in the bottom left filled in, I’d also have mapped out all/most of the Arkestran Dominion, all of Kadavis, and all (probably?) of Ahlsheyan, and I’d have around a dozen countries developed at the regional level.

I like leaving unfinished nations on the map, places that need another tile to complete them. It helps the setting feel real and gives me an easy hook for future mapmaking and development.

Philosophical navel-gazing and hobby streaks

There are lots of things about worldbuilding that are philosophical in nature (like leaving countries half-unmapped). I’ve slowed way down on worldbuilding in the past few months, as I have with painting miniatures (though for somewhat different reasons), but I write at least a sentence, or make progress on a map, every day. And that snail’s pace is still producing more worldbuilding than I’ve done in decades, including much, much more cartography than I’ve ever done before.

I sum this approach up as “Something > nothing” or “Any progress beats no progress.” My interests and hobbies are like little fires, each in its own little hearth. Sometimes one fire is raging, and the others die down. In the past, I’ve let fires die out rather than banking them so that they stay alive; using hobby streaks as a motivational tool is as deliberate departure from that approach. I bank some of the fires, ensuring they don’t go out and that they’re on my radar (man am I mixing metaphors here), and let others go out entirely.

Right now I’m banking my worldbuilding fire, making a little forward progress every day, and tending to other fires that are burning hotter: watching more anime, reading more manga, and playing more Halo Infinite and Jedi: Fallen Order. And that’s okay! When those tail off, another interest or two will flare up.

(This post is one of a series about worldbuilding with Worlds Without Number. I’m using the setting-creation approach detailed in Worlds Without Number [paid link], which is a fantastic resource.)

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The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is available in print and PDF.
Categories
B/X D&D D&D Old school Tabletop RPGs

Small But Vicious Dog: B/X + WFRP + love

Thanks to a post by James Aulds over on G+, I got to enjoy reading Chris Hogan‘s mashup of Warhammer Fantasy Roleplay and B/X D&D (paid link), a free RPG called Small But Vicious Dog.

It’s a flavorful delight.

Rules needn’t be dull

SBVD presents fun, coherent rules that express the ethos of the game and the world, all in 36 pages. It’s everything I love about dirty British fantasy (which in turn is part of why the Fiend Folio [paid link] is my favorite monster book). Chris knows his B/X, and he knows his WFRP, and he groks them both.

By way of example

It’s easier to show than tell, so here are some of my favorite bits from SBVD.

The introduction:

Welcome to a fantasy world where the men are Baldrick, the dwarves are punk, and the dogs are small but vicious. Welcome to a world of bawds, grave robbers, excisemen and witchhunters; a place where “Blather”, “Flee!” and “Mime” are legitimate skill choices; and where all material on the insidious threat of Chaos is officially interchangeable between settings.

From the write-up on dwarves:

All dwarves are beersoaked beards on legs who stop mining only to fight, drink heavily and/or sing about mining. They consider everything they say and do to be SRS BZNZ and nurse a grudge like a Bretonnian nurtures a fine vintage wine. All perceived similarities between Dwarves and Yorkshiremen are coincidental.

It’s funny, but it’s also functional. I could play an SVBD dwarf character using only that description, and it would be a hoot. The game is excellent at combining concision with humor.

In SBVD, a character’s social status makes it harder for peasants to do anything against them:

Social position affects all dice rolls made directly against a particular character. […] Exactly how and why this works the way it does is something of a mystery: the consensus is that it’s rather difficult to beat the crap out of someone while you’re malnourished and/or busy doffing your cap. Either way, this rule prevents some dirty oiks with rusty knives and a plan from opportunistically assassinating the Kaiser.

This is a great example of a clever rule that’s also a fun read. The whole section on how social status runs less than a page, but it communicates a lot about the setting and the people in it, and the actual mechanics are excellent.

Lastly, here are items 4-9 from the list of stuff to keep in mind that closes out SBVD:

4. Everyone has an agenda, sometimes several.
5. It can always get worse, and generally should.
6. If in doubt, Chaos did it!
7. If it appears that Chaos didn’t do it, check harder.

Even if it never hits the table, Small But Vicious Dog is a fun read for fans of WFRP — or anyone interested in how to communicate RPG stuff clearly and briefly without it coming off as dry.

It also does some neat things to B/X D&D that could work well in other settings. For example, it immediately makes me think of the OSR setting Lesserton & Mor (paid link), which is criminally underrated (and which I should really post about sometime!) and shares some of the same dirty British fantasy feel.

Digging Yore? Check out my book!

The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is available in print and PDF.
Categories
B/X D&D D&D OD&D Tabletop RPGs

Wandering monsters: OD&D vs. B/X D&D

While I was comparing dungeon treasure stocking in B/X D&D and Labyrinth Lord, I noticed something in OD&D that surprised me: The way OD&D handles wandering monsters is delightfully unforgiving.

At a glance, B/X looked pretty different in this regard, so I thought I’d compare the two. Let’s just look at level 1 in both systems, and let’s assume the party is composed of level 1 PCs.

I’ll also assume that monsters with X+Y HD, like hobgoblins (1+1/2 in OD&D, 1+1 in B/X) count as 2 HD monsters. (This assumption is borne out by both systems, which list hobgoblins on their respective level 2 tables.)

Das tables

Here’s the wandering monster matrix from OD&D‘s (paid link) Book III:

In B/X each dungeon level just has its own table, which includes a mix of monster HD values. Here’s the analogous table from the B/X Basic Set (paid link):

OD&D wandering monsters

In OD&D, a party exploring level 1 of the dungeon can encounter wandering monsters with a range of HD values.

The Monster Level tables roughly map 1:1 to HD, but not universally. For example, there’s a 5 HD monster, the ochre jelly, on the level 3 monster table. There are also monsters with suggested values, but no actual entries; giant animals fall into this category.[1]

But for our purposes, “roughly” is good enough. With that in mind, the chances of bumping into different levels — hit dice, more or less — of monsters look like this:

  • Monster Level 1 list, mainly 1 HD or lower: 33.33%
  • Monster Level 2 list, mainly 2 HD: 33.33%
  • Monster Level 3 list, mainly 3 HD: 16.67%
  • Monster Level 4 list, mainly 4 HD: 16.67%

One-third of the time, you’ll meet monsters whose HD match your level. Another third of the time, they’ll be 1 HD higher than you. The remaining third of your encounters will be with monsters 2 HD or 3 HD higher than you.

And that level 4 monster table is going to wreck your shit: wraiths, ogres, lycanthropes — if you’re not cautious and willing to run, be prepared to die instead.

B/X wandering monsters

In B/X, things are a bit different:

  • 1 HD or lower: 70%
  • 2 HD: 25%
  • 3 HD: 5%

The chance of encountering a 2 HD monster is roughly the same (25% vs. OD&D’s 33.33%), but what’s missing? Except for one 3 HD critter (the giant gecko), what’s missing is 3 HD and 4 HD monsters — which are encountered fully one-third of the time in OD&D!

The dungeon of B/X, at least on level 1, is a much tamer place than its OD&D counterpart. Wandering monsters still spell trouble, but not nearly as much trouble.

But wait, there’s more

You know what else changed between 1974 and 1981?[2] How often you check for wandering monsters. (The chance of an encounter, 1 in 6, is the same.)

In OD&D, it’s every turn. In B/X, it’s every two turns.

So not only is the B/X party unlikely to meet a 3 HD monster (5% chance) and guaranteed not to bump into any 4 HD monsters, they’re also going to have half as many random encounters overall. These are completely different dungeons.

Time is a resource in old-school D&D dungeon crawls in large part because of wandering monster checks, but OD&D really squeezes the ol’ temporal vice in this regard. If you don’t get in, grab some loot, and get out pretty quick, you’re playing with fire.

I’ve never played OD&D, but my interest in it has been growing over the past couple of years. This difference clinches it, though: I need to play some OD&D! I want to see this style of dungeon in action, rather than just in percentages.

A wild aside appears!

As an aside, while I’m normally a print guy and the photos I use in posts reflect that preference, I went with screenshots from my PDF copies this time around. This is partly because my OD&D set is in storage, but it’s also because I’ve been working from the PDFs a lot lately.

While I prefer the old covers, the layout and clarity of the OD&D PDFs (paid link) is fantastic. The quality of the B/X PDFs (paid link) is also high. Both have been a good investment, especially when I need to search for things while comparing editions.

[1] And then there’s Supplement I: Greyhawk (paid link), which removes the “optionally usable “Martian” animals such as Apts, Banths, Thoats, etc.” and adds new monsters to every list, making the picture fuzzier still. I’m sticking with “good enough.”

[2] Yes, I’m leaving out the Holmes Basic set, but only because my copy is in storage and I don’t have it in PDF. I’d love to see whether Holmes looks more like OD&D or B/X in this regard.

Digging Yore? Check out my book!

The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is available in print and PDF.
Categories
B/X D&D D&D Labyrinth Lord Old school Tabletop RPGs

B/X D&D vs. Labyrinth Lord treasure stocking

My head’s full of Labyrinth Lord at the moment (I’m working on a megadungeon), so I’m prodding the areas where divergence from B/X D&D (paid link) interest me in some way. So far I’ve looked at dungeon stocking, which is basically the same with a minor flavor difference, and dungeon doors, which aren’t the same at all.

In rereading the excellent post by Wayne Rossi that sent me down this path, Clones and Rules, Inside and Out, I noticed that Wayne called out “treasure stocking” as an interesting difference between OD&D (paid link) and its principal retroclone, Swords & Wizardry. Here are the two bits that grabbed me, with the middle snipped out for clarity:

Indeed, if you follow OD&D’s logic a bit further, treasure is based not on monster level but dungeon level, which is significant. […] But in S&W, gnolls should always be guarding CR-appropriate treasure, and therefore the reward is determined by monster level, not dungeon level. This pulls the game toward the modern “dungeon combat” genre.

I wondered whether or not B/X and LL differed in this area, so I took a look.

B/X D&D dungeon treasure

Here’s the Expert Set on treasure in dungeons, with the middle excised for clarity:

If random rolls are used, the table below lists treasure amounts found in unguarded rooms (those without a monster) on all dungeon levels. […] If a monster is present, use the Treasure Type listing (p. X43) for the monster to find the amount of treasure in the room.

Let’s poke that with an example, a level 1 dungeon:

  1. If the treasure is unguarded, roll for level 1 treasure
  2. If there’s a monster, use the monster entry instead

Since there are 2 HD monsters, which have treasure more generally associated with dungeon level 2, on the level 1 wandering monster table, that means those monsters likely have more rewarding treasure than an unguarded room.

Most monsters will be 1 HD, though, with treasure you’d expect for level 1, because most of the level 1 wandering monster table consists of 1 HD monsters.

Let’s see how LL handles this.

Labyrinth Lord dungeon treasure

Here’s LL on treasure, again with the part I’m not comparing snipped out:

When a monster result is obtained on the above table, the Labyrinth Lord must roll for a random monster appropriate for the labyrinth level. […] If treasure is present, the treasure will be determined based on the Treasure Hoard Class of the monster encountered, or from the Unprotected Treasure Table based on labyrinth level.

Sticking with the same level 1 dungeon example, that means:

  1. If the treasure is unguarded, roll for level 1 treasure
  2. If there’s a monster, use its entry OR roll for level 1 treasure

That leaves the choice to the GM: Make randomly rolled treasure appropriate to the dungeon level (by only using the Unprotected Treasure Table), or make some treasure — that which is held by 2 HD monsters — more appropriate to level 2. (Or a bit of both, I suppose.)

That first option sounds a lot like what Wayne noted about OD&D, so let’s take a quick side trip.

OD&D dungeon treasure

Book III, The Underworld & Wilderness Adventures:

A roll of 1–3 in those rooms or spaces with monsters in them indicates some form of treasure is present. A roll of 1 in a room or space which is unoccupied indicates that there is some form of treasure there. […] To determine the kind of treasure use the following table[.]

Relative to our example, that’s:

  1. If the treasure is unguarded, roll for level 1 treasure
  2. If there’s a monster, roll for level 1 treasure

No matter what’s in the room, you get level 1 treasure. This is huge in OD&D because of how its wandering monster determination works — I’ll be looking at that in a future post. For now, what matters is that treasure is always dungeon-level appropriate.

Conclusions

B/X: If I’m exploring level 1 of a B/X dungeon and I bump into a 2 HD monster, there’s an incentive for me to try and take its treasure: There’s a decent chance this room has better treasure than the other rooms on level 1.

By extension, in B/X I know that trying to find unguarded treasure, which consumes resources (time, torches, wandering monster checks), is likely to be less rewarding than trying to take it from a 2 HD monster. Maybe over time that pushes me to focus more on taking those tougher-than-me monsters’ treasure, and less on trying to find unguarded treasure. Personally, I think that makes for an interesting choice: Do I take a greater risk in exchange for a greater reward, or risk less and get less?

LL: If I’m delving into level 1 of a Labyrinth Lord dungeon and I find a room with a 2 HD monster in it, I don’t know which option the DM has used. The monster might have the treasure listed in the bestiary, or it might be guarding the treasure listed in the Unprotected table. Maybe I can infer that since using the monster’s treasure is listed first in LL, it’s the default option — but only maybe.

In LL, it’s a crap shoot. I can’t assume a tougher-than-me monster will reward my efforts with better treasure. It’s probably safest to assume it won’t, which makes the dungeon more like OD&D.

OD&D: In OD&D, I know that 2 HD monster will have level 1 treasure. The incentive there is to avoid the monster at all costs, because the treasure’s no better than what I can find in an unguarded room. Over time, that may lead to more of an emphasis on exploration and monster-avoidance.

It’s a bit muddier than that analysis makes it seem, though.

Oh shit, a spider

Let’s use a 2 HD monster that appears on the level 1 wandering monster table in both B/X and LL: the giant crab spider. I’ll limit myself to B/X, since this post is already getting long.

  • In B/X, that spider has treasure type U. That’s a 10% chance of 1-100 cp, a 10% chance of 1-100 sp, a 5% chance of 1-100 gp, a 5% chance of 1-4 gems, and a 2% chance of 1 magic item.
  • Dungeon level 1 automatically gives me 1d6x100 sp, plus a 50% chance of 10-60 gp, a 5% chance of 1d6 gems, a 2% chance of 1d6 jewelry items, and a 2% chance of 1 magic item.

Statistically, that means:

  • If I try to steal that spider’s treasure (setting aside whether I do this by fighting it), it’s quite likely my reward will be…nothing.
  • Conversely, if I instead poke around in an unguarded room, I’m guaranteed to get at least 100 sp, and very likely (50%) to get at least 10 gp. My chances of getting anything else are about the same as they are with the spider.

Unless I happen to know that giant crab spiders have kind of shitty treasure, dealing with the spider isn’t a risk I’m likely to take more than once. Sure, I could get super-lucky — but I could also get super-lucky just poking around an empty room, and I’d run a lower risk of dying.

Moar conclusions

The way LL handles treasure clones B/X, which is LL’s goal, but it also changes the character of the dungeon. The simple-seeming addition of half a sentence — “…or from the Unprotected Treasure Table based on labyrinth level” — does have an impact on the overall flavor of an LL dungeon.

I’m not sure that it’s a significant impact, though. The water gets pretty muddy when you mix in the fact that not all monsters whose HD exceed the current dungeon level have better treasure than unguarded rooms, as well as the option to go the B/X route or the LL route — not to mention the vagaries of the dice.

To me, this difference feels less meaningful than the fact that LL dungeons don’t actively work against the PCs. It’s more of a difference in flavor, much like the increased chance of finding special/unique rooms.

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The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is available in print and PDF.
Categories
B/X D&D D&D Labyrinth Lord Old school Tabletop RPGs

B/X D&D vs. Labyrinth Lord dungeon doors

After comparing dungeon stocking in B/X D&D and Labyrinth Lord, I went hunting for a detailed list of differences between the two games. I couldn’t find one (still looking!), but I did come across a post about stuck dungeon doors by Peregrin on RPG.net noting that there might be a difference there. There is one, and it’s fascinating.

Why do stuck dungeon doors matter? It sounds like such a little thing, but it’s surprisingly significant. The nature of dungeon doors plays a big role in defining the character of the dungeon.

To get there, we first have to walk back the cat a little bit — specifically, all the way back to OD&D (paid link).

OD&D dungeon doors

Here’s what Book III says about doors:

Generally, doors will not open by turning the handle or by a push. Doors must be forced open by strength, a roll of a 1 or 2 indicating the door opens, although smaller and lighter characters may be required to roll a 1 to open doors. There can be up to three characters attempting to force open a door, but this will disallow them rapid reaction to anything awaiting them on the other side. Most doors will automatically close, despite the difficulty in opening them. Doors will automatically open for monsters, unless they are held shut against them by characters.

There are three cool things in that excerpt:

  1. Most dungeon doors are stuck
  2. PCs have to force them open, but monsters don’t
  3. Most doors automatically close behind the PCs

My favorite interpretation of why that might be comes from D&D blogger Philotomy, whose site has vanished from the web. Fortunately, “Philotomy’s Musings” have been preserved (in several formats). Hit that link and scroll down to “The Dungeon as a Mythic Underworld,” and you’ll find this theory:

Similarly, characters must force their way through doors and have difficulty keeping them open; however, these same doors automatically open for monsters. This is a clear example of how the normal rules do not apply to the underworld, and how the underworld, itself, works against the characters exploring it.

I love that! The dungeon itself is working against intruders. It’s a fun theory on its face, it explains a lot, and it highlights something compelling and quirky about OD&D.

Even if you don’t buy the “mythic underworld” concept, though, dungeons in OD&D do work differently for monsters than they do for PCs. With that in mind, let’s peek at the B/X D&D Basic Set (paid link).

B/X D&D dungeon doors

Here’s the B/X version:

Doors in a dungeon are usually closed, and are often stuck or locked. A lock must usually be picked by a thief. An unlocked door must be forced open to pass through it. To force open a door, roll Id6; a result of 1 or 2 (on Id6) means that the door is forced open. The roll should be adjusted by a character’s Strength score adjustment. The number needed to open a door can never be less than 1 nor greater than 1-5.

Once a door is opened, it will usually swing shut when released unless it is spiked or wedged open. Doors will usually open automatically for monsters, unless the door is held, spiked, or closed with magical spells.

The mechanics are a bit different, but it’s not the mechanics I’m interested in — it’s the “active dungeon” element. Most doors are stuck (or locked), stuck doors aren’t stuck for monsters, and they close automatically behind PCs. Like dungeons in OD&D, dungeons in B/X work against the PCs.

Ready for LL’s take?

Labyrinth Lord dungeon doors

Labyrinth Lord on dungeon doors:

Labyrinths often have many doors, some secret and others obvious. Many are locked, and a thief will need to attempt to pick locks. However, characters can attempt to break a door down. In this case, the player rolls 1d6. A result of 2 or less means the door has been broken down. Strength adjustments apply, but no matter what the adjustment there must always be a chance of success or failure. Bonuses cannot take the success range above 5 or below 1 on 1d6. For example, if a character has a STR of 15 he receives a +1 to open doors. He would instead need to roll 3 or less on 1d6 to succeed. A character with STR 5 has -2 to open doors, but since the odds cannot go below 1, if the player rolls a 1 on 1d6, he succeeds in breaking down the door.

Setting side the die rolls, which aren’t my focus, that’s quite different!

Stuck doors aren’t mentioned at all, and locked doors can only be broken down (rather than forced open). Also absent are doors that close automatically behind PCs, but not monsters — doors are just doors, and they work the same way for everyone.

Conclusions

Many small differences between B/X and Labyrinth Lord can be chalked up to maintaining a certain amount of “legal distance” from D&D, or to limitations based on what’s available in the SRD, or both. I’m not sure if this difference falls into that category, but I thought that looking at Swords & Wizardry (which emulates OD&D) might help.

S&W notes that “Stuck doors (and many doors in an ancient dungeon may be stuck closed) require a die roll on a d6 to force open.” That’s part of what OD&D says about stuck doors, but not all of it. It seems odd to me that the rest of OD&D’s rules for stuck doors would be off-limits legally, but I guess it’s not out of the question.

But whatever the reason, Labyrinth Lord dungeons don’t work against the PCs in the same way that B/X (and OD&D) dungeons do. A by-the-book Labyrinth Lord dungeon will have a different character than a B/X or OD&D dungeon, and it will play by the same rules for monsters and PCs.

The differences between B/X and LL dungeon stocking were pretty minor, the most notable being a slightly upped chance of a room being special/unique in LL. That gives LL dungeons a subtly different flavor than their B/X counterparts. The dungeon door difference feels more significant, and it surprised me.

Whether that’s a good, bad, or neutral thing comes down to personal preference, of course — and if you like the B/X approach, it’s just a house rule away.

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The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is available in print and PDF.
Categories
B/X D&D D&D Labyrinth Lord Old school Tabletop RPGs

B/X D&D vs. Labyrinth Lord dungeon stocking

Wayne Rossi wrote an excellent post, Clones and Rules, Inside and Out, about the apparently subtle differences between some retroclones and their sources which, in fact, produce non-subtle differences in play. Here’s an excerpt, from his comparison of OD&D (paid link) dungeon stocking to Swords & Wizardry dungeon stocking:

An OD&D dungeon designed according to its guidelines is going to have “unguarded” treasure. According to the book it should be hidden and/or trapped. But a S&W dungeon isn’t going to have that, if the referee follows the guidelines in the S&W rule books. Over time the game is going to play differently, since the OD&D group is going to be looking for hidden treasure while the S&W group would be justified in looking for combat.

Wayne is one sharp dude, and he has a knack for noticing stuff, prying it apart, and being able to succinctly share what makes it tick. (His OD&D Setting PDF, which I blogged about here on Yore, is a marvelous example of this — and a great read.)

His comparison of S&W to OD&D got me thinking about my favorite flavor of D&D, Moldvay/Cook (B/X) (paid link), and its closest OSR analog, Labyrinth Lord. I wondered whether or not they differed in the area of dungeon stocking, and I realized I wasn’t sure — I’d just assumed they were pretty much identical.

But what if they weren’t? What if B/X and LL diverged in the same way as OD&D and S&W, or in a different subtle-but-significant way? Let’s take a peek.

Dungeon stocking

Both B/X and LL sum up dungeon stocking in one chart (plus a bit of explanatory text nearby), making them easy to compare. Here’s page X53’s chart from the Expert Set above page 124’s chart from LL.

They both use the same four categories: monster, trap, special (which LL calls “unique”), and empty. They also both employ two die rolls: d6 followed by d6 in B/X, and d% followed by d% in LL. LL’s chart is a bit cleaner, both because it uses percentages (which I find more intuitive to assess than fractions) and because of its layout.

Room contents

Broadly speaking, the percentages for room contents are about the same — except in one case:

  • Monster: 33.33% chance in B/X, 30% chance in LL
  • Trap: 16.67% in B/X, 15% in LL
  • Special/Unique: 16.67% in B/X, 25% in LL
  • Empty: 33.33% in B/X, 30% in LL

The chance of a room being empty or having a monster in it are close enough to identical to call them the same — about 30%. Ditto the chance of a trap, about 15%.

What’s different is the chance of a special/unique room, 1 in 6 for B/X vs. 1 in 4 for LL. That’s not a huge difference, but it’s a difference.

What about the chance of treasure?

Treasure

Here are the percentages for the chance of treasure being present in each system:

  • Monster: 50% chance in B/X, 50% chance in LL
  • Trap: 33.33% in B/X, 30% in LL
  • Special/Unique: Undefined in B/X, “Variable” in LL — essentially the same thing
  • Empty: 16.67% in B/X, 15% in LL

For all practical purposes, those percentages are identical.

Conclusions

B/X D&D and Labyrinth Lord are essentially the same game with respect to dungeon stocking, the chance for a given room to be empty or otherwise, and the chance for there to be treasure in the room.

The only meaningful difference is that you’re somewhat more likely to encounter a special/unique room in LL than you are in B/X (and, consequently, slightly less likely to have the other possible contents come up).

To me, this is evidence of a shared design goal: Give the players a meaningful choice when it comes to seeking out treasure. Which makes sense, because both systems share the same XP methodology: 1 XP for 1 GP, plus XP for monsters, with the bulk of your XP coming from gold.

Dungeon rooms with monsters in them are more likely to have treasure than any other types of room, but you have to deal with the monster (which is itself worth XP). Empty rooms have the lowest chance of yielding treasure, which makes searching them — and expending resources in the form of time, torches, and wandering monster checks — risky in and of itself, but if you’re lucky you find unguarded treasure.

LL incentivizes the same style of play as B/X, which is a testament to its clarity of purpose as a B/X retroclone.

I also like that the one real difference, special rooms, would give an LL-designed dungeon its own flavor when compared to a B/X-designed dungeon. The party would run into a couple more special rooms, and special rooms are neat. There’s a philosophical difference there, albeit a subtle one.

Digging Yore? Check out my book!

The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is available in print and PDF.
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B/X D&D D&D Dice Tabletop RPGs

How to reduce the value of a Moldvay Basic set by 50% in 7 easy steps

Step 1

Remove box from shelf.

Step 2

Open box.

Step 3

Remove sealed bag of dice from box.

Step 4

Cut open dice bag.

Step 5

Remove dice.

Step 6

Clean dice with soap and water to remove crayon residue.

Step 7

Ink dice with Sharpie.

Bonus step (optional)

Realize your white paint marker hasn’t come in the mail, and save the dark red d12 to ink later because you know black isn’t going to show up well.

Digging Yore? Check out my book!

The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is available in print and PDF.