Categories
D&D OD&D Tabletop RPGs

Agreement, rough edges, and combat as sport vs. war

This post is a round-up of three things that crossed my path and grabbed my attention, all RPG-related.

Gygax on agreement

I found this fascinating 1975 Gary Gygax quote over on The Acaeum:

Dave and I disagree on how to handle any number of things, and both of our campaigns differ from the “rules” found in DandD. If the time ever comes when all aspects of fantasy are covered and the vast majority of its players agree on how the game should be played, DandD will have become staid and boring indeed. Sorry, but I don’t believe that there is anything desirable in having various campaigns playing similarly to one another. DandD is supposed to offer a challenge to the imagination and to do so in many ways. Perhaps the most important is in regard to what the probabilities of a given situation are. If players know what all of the monster parameters are, what can be expected in a given situation, exactly what will happen to them if they perform thus and so, most of the charm of the game is gone. Frankly, the reason I enjoy playing in Dave Arneson’s campaign is that I do not know his treatments of monsters and suchlike, so I must keep thinking and reasoning in order to “survive”. Now, for example, if I made a proclamation from on high which suited Mr. Johnstone, it would certainly be quite unacceptable to hundreds or even thousands of other players. My answer is, and has always been, if you don’t like the way I do it, change the bloody rules to suit yourself and your players. DandD enthusiasts are far too individualistic and imaginative a bunch to be in agreement, and I certainly refuse to play god for them — except as a referee in my own campaign where they jolly well better toe the mark.

Looking at the last 40-plus years, at all of what’s come after that quote D&D-wise, this quote is mindblowing. So many things that have become commonplace assumptions in many RPGs are gleefully and confidently disregarded in this paragraph. I love it.

1975 was still salad days for D&D — the era of OD&D, and of this quote (also Gygax) from the afterword to The Underworld & Wilderness Adventures (emphasis mine):

We have attempted to furnish an ample framework, and building should be both easy and fun. In this light, we urge you to refrain from writing for rule interpretations or the like unless you are absolutely at a loss, for everything herein is fantastic, and the best way is to decide how you would like it to be, and then make it just that way! On the other hand, we are not loath to answer your questions, but why have us do any more of your imagining for you?

I love that ethos as a GM and as a player. It’s directly at odds with the existence of supplements (and many other aspects of the RPG industry, including some of the books I publish) and other books I enjoy, though, so I’m also always torn about how it applies in practical terms. But as a foundation and a navigational aid, it’s one of the principles I like most about old-school RPGs and gaming in general.

Maliszewski on rough edges

I’ve spent quite a bit of time mulling over this excellent GROGNARDIA post. Back when I first read it, it didn’t sound like what I wanted out of gaming. Nowadays, I couldn’t agree more.

I don’t know about you, but I don’t want every session of my D&D campaign to come with guaranteed fun. That may seem odd, but it’s not. Most of us, I think, if we’re honest, understand that we like rough edges — we need rough edges. Something that’s too smooth, too formulaic, especially in the pursuit of entertainment, will wind up producing its antithesis.“

Looking back on my best gaming experiences, they often had rough edges — and maybe those were integral to making the overall experience richer. To get the alchemy that makes gaming so exciting, you have to accept that sometimes lead just stays lead, and not everything has to be perfect.

Combat as sport vs. combat as war

I remember seeing this thread about combat in different editions of D&D going around (and around) a while back and never clicking on it. But a year or so ago, when I finally read it, it changed my understanding of D&D. It articulates things I’d previously thought about in a nebulous way, but could never have put into words this clearly.

Here’s a few excerpts from the original post by Daztur:

Without quite realizing it, people are having the exact same debate that constantly flares up on MMORPG blogs about PvP: should combat resemble sport (as in World of Tanks PvP or arena combat in any game) or should it resemble war (as in Eve PvP or open world combat in any game). […]

I think that these same differences hold true in D&D, let me give you an example of a specific situation to illustrate the differences: the PCs want to kill some giant bees and take their honey because magic bee honey is worth a lot of money. Different groups approach the problem in different ways.

Combat as Sport: the PCs approach the bees and engage them in combat using the terrain to their advantage, using their abilities intelligently and having good teamwork. The fighter chooses the right position to be able to cleave into the bees while staying outside the radius of the wizard’s area effect spell, the cleric keeps the wizard from going down to bee venom and the rogue sneaks up and kills the bee queen. These good tactics lead to the PCs prevailing against the bees and getting the honey. The DM congratulates them on a well-fought fight.

Combat as War: the PCs approach the bees but there’s BEES EVERYWHERE! GIANT BEES! With nasty poison saves! The PCs run for their lives since they don’t stand a chance against the bees in a fair fight. But the bees are too fast! So the party Wizard uses magic to set part of the forest on fire in order to provide enough smoke (bees hate smoke, right?) to cover their escape. Then the PCs regroup and swear bloody vengeance against the damn bees. They think about just burning everything as usual, but decide that that might destroy the value of the honey. So they make a plan: the bulk of the party will hide out in trees at the edge of the bee’s territory and set up piles of oil soaked brush to light if the bees some after them and some buckets of mud. Meanwhile, the party monk will put on a couple layers of clothing, go to the owl bear den and throw rocks at it until it chases him. He’ll then run, owl bear chasing him, back to where the party is waiting where they’ll dump fresh mud on him (thick mud on thick clothes keeps bees off, right?) and the cleric will cast an anti-poison spell on him. As soon as the owl bear engages the bees (bears love honey right?) the monk will run like hell out of the area. Hopefully the owl bear and the bees will kill each other or the owl bear will flee and lead the bees away from their nest, leaving the PCs able to easily mop up any remaining bees, take the honey and get the hell out of there. They declare that nothing could possibly go wrong as the DM grins ghoulishly.

So much of what I enjoy about older editions of D&D and dislike about 3.x and 4e, and what I enjoy about sandboxes, is neatly encapsulated in the sport vs. war analogy. I’ve returned to it many times over the past few months, and I wanted to make sure it was archived here on Yore for future reference.

Out now: The Unlucky Isles

The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
Categories
D&D OD&D Tabletop RPGs

Crimhthan The Great and over 3,600 sessions of OD&D

Thanks to a G+ share by Alex Schroeder, I got a chance to read A bit more about Crimthan The Great’s Game and Group. It’s a blog post by Daithi MacLiam, then 78, about the more than 3,500 sessions of OD&D (paid link) his group has played together since 1974 (after starting with Chainmail in 1971).

I love reading about long-running campaigns. Like the Rythlondar campaign, a D&D game in Michigan begun in 1976, and extensively chronicles by its players, there’s a lot to unpack in here.

Starting with Chainmail Fantasy and continuing with OD&D we played our 1000th games in January of 1982, our 2000th in December 1995 and our 3000th game in September 2008 and this past weekend April 4th and 5th we played our 3687th and 3688th games.

By contrast, I’ve played 304 gaming sessions since 2008 (as of this writing) — roughly half the number Daithi’s group played during the same period. And I’ve never played anything approaching even a thousand sessions of the same system; the closest I’ve come is probably more like a couple hundred (maybe, at the outside, 300), running multiple AD&D 2nd Edition (paid link) campaigns back in the late 1980s and early 1990s.

I find long-running campaigns fascinating in part because they’re so foreign to my gaming experience. Rob Conley has been running games in the same setting for many years, and I know there are more folks out there doing this. I need system variety in my RPG diet, but I’d love to start a D&D game and keep it going in perpetuity alongside all of my other gaming.

Our typical gaming session used to be about 12 hours in length which works out to about 36 days of game time on the average. […] On the other hand since we passed about 70 years old the length of our games has decreased to about 8 hours split into two – four hour segments with a long break in the middle.

Two 4-hour sessions in the same day is like a mini-con every game day. I hope I can do that when I’m in my 70s! Hell, I wish I could manage that now — and Daithi has 40 years on me.

The original core group of players have had between (I am guessing here) 550-750 characters each. In spite of about 450 TPK’s, each of us have retired about 10-18 characters apiece. But on some game days we have went through 8-10 characters each.

Four hundred and fifty TPKs! Going through 8-10 characters in a session is nothing to sneeze at either: That figure makes the Rythlondar campaign’s top recorded PC death total — six — seem tame.

Looking at wandering monsters in OD&D vs. B/X D&D showed me part of the deadliness of OD&D, but seeing these numbers gives me a whole different perspective.

Daithi’s post was a great read, and I look forward to hearing more war stories from his group’s OD&D campaign.

Out now: The Unlucky Isles

The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
Categories
D&D OD&D Old school Tabletop RPGs

Chance Cards in Blackmoor

I was poking through Dave Arneson‘s The First Fantasy Campaign[1] the other day and happened across a section I’d never looked at before: Gypsy Sayings & Chance Cards.

The sayings don’t mesh well with my GMing style (they remind me of Ravenloft’s Tarrokka Deck (paid link), a 2e product revived for 5e), but the Chance Cards certainly do. They look a lot like the event tables in Oriental Adventures (one of the best things in an otherwise so-so book with a racist title).

And that’s basically what they are: random campaign events for Arneson’s Blackmoor setting. He wrote them up as cards, but presents them in FFC as a simple chart.

“Random campaign events” may not sound interesting, but they’re a great piece of gaming tech.

Chance Cards

Here’s Arneson on his Chance Cards:

It was the Chance Cards that allowed the Great Peasant Revolt and the Duchy of Ten Raid I mentioned earlier. These cards were only used after the 3rd year and generally only in the Outdoor Survival section of the campaign.

Those both sound like awesome events! Just the sort of thing to provide a backdrop for what the PCs are doing, or to give them something obvious to do if they’re overwhelmed or feeling directionless.

Here’s the other bit:

These cards represented ‘strategic encounters’ for the Blackmoor area, though one could allow one of the 20 forces listed under the Great Invasion to be affected at random. Roll percentile dice to determine Chance Occurance [sic] once a month (preferably ahead).

The “Outdoor Survival section” refers to using Avalon Hill’s Outdoor Survival (paid link) board game to represent the campaign’s wilderness areas, and manage wilderness travel.

As Chris Kutalik notes, Arneson determined these events well in advance — “once a month (preferably ahead).” That’s an approach to random events I’d never considered; I’m more of a “roll when you need to” sort of GM, but there are lots of advantages to having a year of events already rolled up.

The table itself

The table is pretty brief, just 35 events (counting a couple of “draw twice” results, and the like) with a 2%, 3%, or 4% chance of each (varying by encounter). Here are three examples:

  • Large Orc Uprising (Civil War) Report: Each area, 400 – 4000 per area (special as for Isengarders).
  • Small Bandit Attack: 100 – 1000 Cavalrymen.
  • Storms: Delay Trade by one month, movement reduced.

I’m currently reading Jon Peterson‘s Playing at the World (paid link), and one thing that’s struck me about it is just how much of what I love about D&D can be traced back to Dave Arneson’s contributions to the game. Chance Cards are just one more example of this.

While the FFC’s Chance Cards didn’t make it into the original three booklets of OD&D (paid link), nor into Supplement II: Blackmoor (paid link), they were certainly in use around the time of D&D’s publication. I didn’t realize the notion of random event tables in RPGs went back that far — and it’s a durable concept. Tables like this are still around because they still work well.

Why they rock

“Domain-level” random events are a great way to spice up an ongoing campaign and, like wilderness encounter tables or OD&D’s implied setting, what you put on these sorts of tables communicates a lot about the world.

For instance, look at the second example entry above: 100-1,000 mounted bandits is a small bandit attack! As befits a setting (and game) born out of wargaming, Blackmoor was a place where roaming around during the wrong month might mean running into hundreds of bandits. The PCs were expected to marshal suitable forces to deal with those sorts of threats.

Compare the top of that range, 1,000, to the top end — in terms of number appearing — of the wilderness encounter numbers for the creatures in OD&D, and it’s 2.5 times higher than the most goblins, kobolds, or dwarves one might randomly encounter (400). That alone makes it a dandy monthly event — something that will define a good bit of play during that period.

Populating a table like this isn’t too difficult, either. The ones in Oriental Adventures make a great baseline, as do those in The First Fantasy Campaign. Slumbering Ursine Dunes (paid link) and Fever-Dreaming Marlinko (paid link) both offer nifty interpretations of this simple mechanic, and I’m sure there are plenty of other books out there from which to borrow.

[1] Why the FFC isn’t legally available in PDF is both baffling and frustrating. It’s a fascinating book!

Out now: The Unlucky Isles

The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
Categories
D&D OD&D Old school Tabletop RPGs

Dungeon stocking in OD&D vs. Delving Deeper, plus The Strategic Review

My copy of Delving Deeper just came in the mail, and after a thorough skim I quite like it. I was after a retroclone that hews as closely as possible to OD&D[1] (paid link),  and at first blush DD seems to fit the bill.

But when I got to the section on dungeon stocking, it looked pretty different from OD&D. Let’s poke that bit and crunch the numbers, like I did with B/X D&D vs. Labyrinth Lord dungeon stocking.

OD&D vs. Delving Deeper

Both games assume that the GM is placing some things by hand before switching to random generation. In OD&D, that’s tricks, traps, and important treasures; in DD, it’s just important treasures (more on this later on!).

Here are the odds in OD&D:

  • Monster: 16.67%
  • Empty: 59.25%
  • Monster with treasure: 16.67%
  • Unguarded treasure: 7.41%

Here are the odds for dungeon stocking in DD:

  • Monster: 22.22%
  • Empty room: 44.45%
  • Treasure guarded by monster: 16.66%
  • Unguarded treasure: 8.34%
  • Treasure guarded by trap: 2.78%
  • Trick or trap: 5.56%

First, treasure: You’ve got a 24.08% chance that a given room contains treasure in OD&D, compared to a 27.78% chance in DD — basically the same. That’s awesome, because it indicates a similar balance of risk vs. reward, and a similar incentive to explore, in both games.

The first four categories in DD’s table correspond to the four categories in OD&D, so we can compare apples to apples in those cases — and they’re really close. The biggest difference is the chance of an empty room (without treasure), which is a whopping 14.8% higher in OD&D than in DD. That just about covers the increased chance of meeting a monster, finding a trap, or finding trapped treasure — the latter two of which aren’t options in OD&D’s chart.

And that’s the biggest difference, of course: DD’s two additional categories, which aren’t present at all in OD&D. Since Delving Deeper’s goal is “faithful emulation of the original 1974 edition,” where did those extra categories come from, and why are they there?

I have two guesses, one reasonable and one perhaps a bit more fun.

The reasonable one

My best guess as to the origin of those two categories is that DD’s authors wanted to provide a clarified take on OD&D’s system for random dungeon stocking, which entailed backing into the parts that OD&D doesn’t randomize.

OD&D includes a section called “Tricks and Traps,” and also notes “It is a good idea to thoughtfully place several of the most important treasures.” Those directives map pretty well to DD’s two “extra” categories.

It’s also significant that, unlike OD&D, DD only proposes that the GM place the “principal treasures” before rolling for the rest of the level — not tricks and traps. If you’re not going to stock those by hand, then they need to appear on the chart.

Legal “cover” may also come into play, too. By presenting stocking differently than OD&D, DD establishes a degree of variation between the two systems. At the same time, the percentages are mostly close enough that OD&D’s intent is preserved.

The Strategic Review

The fun guess involves pure speculation. When I was reading the DD section on dungeon stocking, the categories rang a bell — I thought I’d seen them in an early issue of The Strategic Review. Here’s the relevant chart from Gary Gygax’s article on random dungeon generation for solo play in issue #1:

Bingo! Those categories are almost identical to the ones in DD. The biggest difference is “Treasure guarded by trap” in DD vs. “Special or empty” in TSR; I’d argue those are pretty similar. (Crunching the percentages, they line up almost perfectly with OD&D, with a bit of fuzz factor in order to fit in the additional two categories. They don’t line up as perfectly with DD, but they’re still pretty close.)

I don’t know if Delving Deeper took that TSR article into account, but I do know that it encompasses the 1974 boxed set, Chainmail, and “some ‘zine commentary of the time (most particularly the FAQ that appeared in The Strategic Review and the unofficial untested thief as it appeared in The Great Plains Game Players Newsletter).” Given that the FAQ didn’t appear until issue #2 of TSR, contemplating an article in TSR #1 seems reasonable.[2]

Conclusions

Like B/X and Labyrinth Lord, Delving Deeper’s approach to dungeon stocking incentivizes the same play style as the system found in OD&D. Some treasure is unguarded, and about the same percentage of rooms in both games contain treasure.

Delving Deeper does a great job of breaking down the math used to stock an OD&D dungeon, and then matching it quite closely in the four categories that both games share. It then formalizes a part of the dungeon stocking process — tricks and traps — that OD&D leaves informal, and adjusts the percentages to make everything fit.

In a vacuum, that makes DD dungeon stocking look different from OD&D dungeon stocking — more traps, fewer empty rooms. But it’s not apples to apples, because DD expands the random generation system to encompass more dungeon elements.

It’s hard to directly compare OD&D’s combination of manual placement (tricks, traps, and principal treasures) and randomization to DD’s more fully randomized approach, which only involves manual placement of the big treasures. One GM might stick traps in 10% of her dungeon rooms, while another only traps 5% of chambers.

On the whole, it seems like it would have been easier to follow OD&D’s example exactly, sticking with four categories and matching the percentages more closely. But on balance I like that Delving Deeper attempts to fold the rest of the dungeon stocking process into one table, and that it does so by remaining faithful to OD&D’s intent — and, perhaps, to Gary’s take in The Strategic Review.

Update from Simon Bull

Over on G+, Simon Bull commented on writing this section of Delving Deeper:

DD V3-V4 were written, largely, mid 2013 to mid 2014–so a while back now–but being “legally different” to the original was an ever-present design consideration throughout.

I can remember spending a lot of time trying to get the dungeon stocking probabilities “just so”. I was aware that EGG’s expanded dungeon stocking article in the SR included the possibility of random traps and, although I don’t remember my precise rationale now, it probably helped me to “justify” adding traps to V4’s method of randomisation.

I can also remember being a bit dissatisfied with V4’s frequency of empty rooms, but I figured it was the least disruptive way I could add traps into the mix.

FWIW, I do consider the random dungeon stocking section–and particularly randomisation of monsters–a bit of a weakness in V4. However, I have done a lot a more thinking about it since then, and this element of game is presented far more cleanly in V5.

Thanks, Simon!

[1] “OD&D” can sometimes be a fuzzy term. Is it just the three original booklets? Those three plus Supplement I: Greyhawk (paid link)? All seven LBBs? What about the FAQ in The Strategic Review #2, or the prototype thief class that appeared in a fanzine before it was published in Greyhawk? I’m most interested in the three original booklets plus the FAQ, so that’s what I have in mind in this post.

[2] While I’m out on a limb, given that Gary published this article in 1975, just a year after OD&D came out, I wonder whether or not the percentages for “Special or empty” and “Trick/trap” in TSR #1 might not be pretty close to what he used in his home games when stocking a dungeon level. I have no way of knowing, but it’s fun to think about.

Out now: The Unlucky Isles

The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
Categories
D&D OD&D Tabletop RPGs

Rerolling hit points, OD&D, and Empire of the Petal Throne

I love hit points. They’re a brilliant abstraction, though often misunderstood, and they work beautifully in play.

I double-super-love that in OD&D (paid link), how you roll them for your character is completely open to interpretation. I don’t think that’s been true since the late 1970s, as each edition since has spelled things out much more clearly.

This isn’t news, and I’m not a scholar uncovering D&D’s Hidden TruthsTM. These two threads on the Original D&D Discussion boards are both great reads on this topic: In defense of the original HD system and Origins of hit point re-roll at every new level?. I’m just a dude exploring old-school D&D and having fun poking things with a stick, and one of my maxims is that everything is new to someone.

It’s fun to talk about this stuff, and here on Yore is where I like to talk about it.

OD&D: Dice for Accumulative Hits

Here’s OD&D on rolling hit points:

Dice for Accumulative Hits (Hit Dice): This indicates the number of dice which are rolled in order to determine how many hit points a character can take. Pluses are merely the number of pips to add to the total of all dice rolled not to each die. Thus a Superhero gets 8 dice + 2; they are rolled and score 1, 2, 2, 3, 3, 4, 5, 6/totals 26 + 2 = 28, 28 being the number of points of damage the character could sustain before death.

That first sentence seems clear enough: you roll hit dice to find your hit points. And the second sentence just explains what “3 + 1” means: add the “+ 1” just once, at the end. So far, so good.

Then we get to the example. “Superhero” is the title for an 8th-level fighting man, listed as “Super Hero” in the chart. At 8th level, our doughty fighting man gets 8 + 2 Dice for Accumulative Hits — and in the example, they’re all rolled at once.

I don’t think I’d have noticed this on my own. If I hadn’t stumbled across folks talking about hit dice online, and then read those two threads above, I’d almost certainly have assumed you rolled HP the same way in OD&D as in every other edition — and maybe you do! Which is the neat part.

Consider this: Which of these is correct?

  • The fighting man adds 1d6+2 to his existing hit point total (which has been going up by 1d6, sometimes with a small bonus, every level).
  • The fighting man rolls 8d6+2, and now has that many hit points. It doesn’t matter how many he had before — this is a fresh roll.

I don’t see anything in OD&D that clarifies this, which suits the game’s DIY spirit just fine in my book. But if that second option, rerolling HP every level, sounds weird, consider Empire of the Petal Throne (paid link).

EPT: Hit Dice

M.A.R. Barker’s Empire of the Petal Throne came out in 1975, just one year after OD&D, and it does a lot of things exactly the same way as OD&D — but not everything. That makes it an interesting counterpoint to D&D in some respects, notably this one.

As each player enters the game, he or she shakes on 6-sided die to determine his or her available hit dice points. As each succeeding level of experience is reached, the indicated number of 6-sided dice are shaken to determine his new total.

And, later in that same section:

No character may ever have LESS hit points at a higher level than he did at a lower one. This, if a warrior shook two 5’s and had 10 hit points at level II, and then on reaching level III shook three dice but got only a total of 7, he adds 3 points to maintain his total at his previous 10. He must always equal his previous total, although he may not be lucky enough to surpass it.

Much clearer than OD&D: You roll hit points anew each level, keeping the new total if it’s higher.

Which is pretty wild! I’ve never played D&D that way, and it sounds like it’d be fun to try.

But what did Gary and Dave actually do?

As far as I can tell, whatever they thought best. Here’s Michael Mornard, one of the original playtesters of OD&D, on the subject:

Gary used to give us the option of rolling an additional die, or rerolling all your hit dice. However, if you rerolled them all, you took the new number, period.

You could also reroll at the beginning of an adventure, rerolling them all.

c. 1972

Not sure how Dave did it.

So at Gary’s table (at least during that time), you not only got to choose which option to use — from the two we’ve already looked at, additive rolling or full reroll — you could also reroll at the start of an adventure. And either way, there’s none of EPT’s “keep the highest.” Nifty.

Update (March 11, 2016): By way of an excellent post on Necropraxis, Rerolling Hit Dice & Healing, I found a direct quote from Gary on EN World on the topic of hit dice:

Everyone I know of kept hit points as rolled.

Gary also notes that the omission of a spot to record HP on the OD&D character sheet was an oversight, so it seems likely that he was doing this — roll and keep — in that same general time period.

Drop some math

My gut sense is that rerolling HP every level would make all PCs’ HP trend towards the mean — average out, basically. No one gets hosed by one or two bad rolls (at least not for long), and no one enjoys wild advantages based on very lucky rolls (ditto). But I can’t back that up with math.

Fortunately, Compromise and Conceit has the stats background to delve into the differences between these two methods. Here’s one of the bits I understand, a handy takeaway:

This does not have a central distribution: it reduces the probability of getting small numbers rapidly, and drives the weight of the probability distribution towards the maximum.

Fascinating! My gut is apparently totally off.

I love the fuzziness of OD&D in areas like this. It’s a feature, not a bug, and it encourages individual groups to develop their own approaches to the game. Just as Gary and Dave almost certainly weren’t playing the same game even as they were publishing it[1], playing OD&D looks like it requires a willingness to make up all sorts of things on the fly — including how you handle something as central as characters’ hit point totals.

And just like every time I’ve delved into OD&D, this makes me want to run it more than ever.

[1] This is just one of so many things Jon Peterson‘s stellar Playing at the World (paid link) has been illuminating for me. I suspect I’ll be blogging about PatW at some point — it’s so good!

Out now: The Unlucky Isles

The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
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.

Out now: The Unlucky Isles

The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
Categories
D&D OD&D Old school Tabletop RPGs

OD&D’s implied setting

Via a private share on G+, I followed a link to OD&D Setting, a free PDF by Wayne Rossi of the excellent Semper Initiativus Unum blog. It’s excellent.

In 11 pages of logical observations, it pulls apart the components of OD&D‘s (paid link) implied setting — the encounter tables, the Wilderness Survival map, etc. — and uses them to infer what that setting would actually look like. Wayne’s conclusion is a handy summary:

So this is the setting of original D&D: a frontier land, perhaps with a single state in its center, with wilderness populated by creatures of myth, legend and giant creature films. It is a world of Arthurian castles, knights templar, necromancers, dinosaurs and cavemen. It is wild, and it feels profoundly like the world someone who watched every cheesy science fiction movie about giant monsters and every classic horror film would make. This is bolted onto a world with openly Tolkienesque elements – elves, goblins, orcs, balrogs, ents, hobbits – and other entries that quickly became generic fantasy because they were in the D&D books. The result is far more gonzo and funhouse than people give D&D credit for, and I think it winds up being a good mix.

Here’s one of my favorite inferences, which was confirmed by Gary Gygax (as Wayne notes in the PDF):

But the real weirdness, and this was apparently confirmed in Gary Gygax’s campaigns, is what is there when you start wandering about the wilderness. Mountains are haunted by cavemen and necromancers; deserts are home of nomads and dervishes. The “Optional” animal listings turns swampland into the Mesozoic Era – rather than alligators and snakes it is full of tyrannosaurs and triceratops. Arid plains are Barsoomian, with banths, thoats, calots and the lot, while mountains are outright paleolithic, peopled by mammoths, titanotheres, mastodons, and sabre-tooth cats.

I love this kind of D&D. It’s rawlished, it’s wild, it’s weird, and — most importantly — it sounds like an absolute hoot to play. It also makes me sad that my OD&D boxed set and copy of Outdoor Survival are buried in our storage unit, more or less impossible to retrieve.

Even if you don’t play OD&D, or want to play in its implied setting, Wayne’s PDF is a fantastic read.

Out now: The Unlucky Isles

The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.