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A digest of smaller Google+ RPG posts from 2012-2015

With the impending shutdown of Google+ — my primary (and generally only) social network and outlet for gaming chit-chat since 2012 — I’ve been slowly making my way through stuff I posted there which, in hindsight, I should just have posted here on Yore.

Some posts stood alone, and should just have been Yore posts all along. I moved those over on their original publication date or on whatever day I happened to be working on them, whichever made the most sense.

But after doing that I was left with a little collection of posts that I like best in digest format — a sort of snapshot of some of what I cared about, tabletop RPG-wise, over the past seven years. It’s as erratic and unfocused as my overall post history on G+, so it feels pretty apropos.

Here they are in chronological order, lightly edited for clarity and to provide context.

February 7, 2012

High school wasn’t very helpful in figuring out who I wanted to be (better at sorting out who I wasn’t) but it was great for figuring out what kind of gamer I was going to spend the next 10-15 years being.

The past few years have made me reassess all sorts of things about how I game and want to game, but the past week or so — a full-bore nosedive into OSR games, hex crawl design, research, and the minutiae of D&D editions — has been mind-blowing and, I strongly suspect, formative.

I’m really curious to see where this leads.

March 22, 2012

This superb definition of hit points over on THE LAND OF NOD would probably have improved most of my D&D games in the past 20 years.

Hit points don’t represent anything solid or real or concrete in and of themselves. Rather, they are part of a complex calculation that boils down to this: “What are the chances that the next moment of mortal peril you experience will be your last.” That mortal peril might be a sword fight, a poison needle, a trap door … anything that might kill you. Most often, hit points relate to combat.

August 16, 2012

All three Engine Publishing books on Studio 2 Publishing‘s shelves at Gen Con (booth 419). That really never gets old!

January 17, 2013

I would love to replace my amethyst Armory dice set someday. The dice at the bottom are all that remain; the rest were chased under couches by cats and lost at friends’ houses while gaming as a kid.

Above them are the closest I’ve been able to get: an orchid Koplow set. They’re really, really close.

And at the top are my very first gaming dice, the d10 and d20 from Lords of Creation (from the very box they’re sitting on). I inked them with modeling paint and sprayed them with matte sealant, which was a pretty terrible idea.

Feb 13, 2013

I started collecting the FR series in 1990 or 1991; I have a vivid memory of reading FR9: The Bloodstone Lands — still my favorite in the series — in the auditorium as a freshman in high school. The arrival of FR8: Cities of Mystery today, more than 20 years later, completes my set of FR1-FR16.

For my money, this is one of the best series of gaming books ever produced, and these little volumes have been a source of inspiration to me for nearly as long as I’ve been a gamer. It feels funny to have them all.

August 25, 2013

After four years, Engine Publishing has a warehouse!

It’s still the office closet, but instead of working out of stacks of boxes (containing books) and moving huge “cheese wheels” of bubble wrap every time I need to ship a book, I can just do it. I have no idea why I waited this long!

December 15, 2013

I just found this while working on the basement. I think I made these in 2006 or 2007 (certainly no later, as I stopped running TT in 2007).

That’s probably the last time I had a business card, come to think of it. I always get less use out of them than I think I will, as much as I like having them.

January 8, 2014

With a hat tip to Brendan S for the idea, here’s a rough breakdown of my 2013 gaming purchases by the categories that sort of made sense to me as I went through them.

There are probably lots of ways I could have done this better, but hopefully I’ll escape the notice of the RPGSTPD (RPG Stats Tracking Police Department) long enough for you to observe my dorkitude.

March 6, 2014

I grew up shopping at The Compleat Strategist in NYC, first at the one on 57th and then at the one on 33rd. Much of my early formative gaming originated from one of those stores.

My friend Stephan just sent me this picture: Engine Publishing‘s two most recent books, Odyssey and Never Unprepared, on the shelf at the 33rd street Compleat.

That right there is blowing my mind.

March 6, 2014

Space marine terminator: “Brother Leopold, I found a flat spot on my armor!

Brother Leopold: “This space hulk will keep — let’s bedazzle the shit out of that flat spot. For the emperor!

Me: “Fuck you, I’m painting that red.

Five years after buying Space Hulk, I’ve finally started painting my marines. As you may have guessed, miniatures aren’t really my wheelhouse.

March 10, 2014

Lords of Creation (1983, designed by Tom Moldvay) was my introduction to gaming in 1987. I never owned its three modules as a kid, but they were all surprisingly cheap so I closed out the line on eBay/Amazon.

Revel in those covers! They’re totally fucking glorious. Plus, the “-akron” in Omegakron is Akron, Ohio and The Yeti Sanction is (as Brad Murray pointed out) a parody of The Eiger Sanction; this isn’t a game that takes itself too seriously.

April 27, 2014

Behold! For I am all of Spelljammer, and I am totally fucking awesome (and underrated).

I’ve loved Spelljammer since I first picked up the boxed set in 1989 or 1990 and moved my campaign there (as I did every time a new setting came out), and as of this weekend I finally closed out the line.

May 19, 2014

It’s 1989. A pimply-faced, floppy-haired Martin, age 12 or 13, was introduced to D&D a few months ago.

He’s standing in The Compleat Strategist on 57th Street in NYC, picking out dice to go with his AD&D 2e PHB, DMG, MC, and Time of the Dragon.

He picks these.

I knew if I was patient I’d eventually find the exact pack my first dice came in. I still have a few of the actual dice; some were stolen by cats or lost under friends’ couches. It’s like stepping into a time machine!

July 12, 2014

I first heard of Living Steel around the time I started gaming, when I was in my early teens. I picked up the boxed set and hardcover rulebook in college, back in Michigan (mid-1990s), and have been slowly acquiring the other supplements ever since.

Today I closed out the line.

It’s so not my kind of game mechanically, but the hook and the vibe and the guts of it are fabulous. I’d love to play it as written and using a lighter system someday.

July 31, 2014

I stumbled into collecting U.S. editions of Call of Cthulhu back in high school and have been slowly doing so ever since. It’s one of my favorite RPGs, and has been for over 20 years. I also enjoy the irony that until the forthcoming 7th edition its rules have remained basically unchanged for 30 years, making it one of relatively few games where there’s no compelling reason to own multiple editions.

Today I added an edition I thought I’d never see, the 25th anniversary edition (white hardcover), and thought that deserved a quick picture. Right to left, top to bottom: 1st, 2nd, 3rd, UK 3rd (also available here, so I mostly count it); 4th, 5th, 5.1; 5.5, 5.6, 20th anniversary, 6th softcover; 6th hardcover, 25th anniversary, 30th anniversary.

To my knowledge, I’m only missing two editions, and my odds of acquiring them seem poor: the designer’s edition of 2e, of which only 200 copies were made, and the “more limited” 20th anniversary edition (gold Elder Sign on the cover).

September 13, 2014

My desk, where I do Engine Publishing and Gnome Stew work, in the state it’s in about 50% of the time. The other 50% of the time there aren’t any piles on the end.

The piles are books I’m reading, need to shelve, need to review, or otherwise am currently using in some form.

November 17, 2015

From this excellent post about sales stats for RPG retailer BlackDiamondGames.com:

Also, because I know you guys like lists, here are our top 10 titles with the extremely high 17-40 turn rates:


1. D&D Next: Dungeon Master’s Screen
2. D&D Next RPG: Dungeon Masters Guide
3. Pathfinder RPG: Strategy Guide
4. Unframed: The Art of Improvisation for Game Masters

Wait wait wait. What?! One of these things is not like the others.

Closing remarks

On balance, I greatly enjoyed my time on Google+. It had a huge impact on my gaming, from meeting my current Seattle group to learning about all sorts of cool products to making friends to changing my gaming philosophy over time.

But having gone cold turkey a month or so ago, when my gaming group stopped using G+ to schedule our sessions, there’s a flipside: I’ve found that I don’t miss checking G+ nearly as much as I thought I would.

That gnawing feeling of a social network needing to be checked, maintained, curated, and managed, and of needing to deal with the small percentage of assholes I encountered there (who consume an outsized amount of time and energy) — I don’t miss that at all.

Nonetheless, though: On balance, G+ was seven years largely well spent, and I’ll miss the connections and gaming choices it helped me to make. I’m taking a social network break, maybe for good, but I’ll still be posting here and I’m quietly active on RPGnet and RPGGeek.

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
D&D Tabletop RPGs

Gary Gygax on game prep, 1979

Thanks to Bryan Shipp over on G+, I just checked out this Gary Gygax interview from 1979 on Jon Peterson’s site — and it blew my mind.

Here’s Gary on game prep:

“Two to three hours per hour of play is generally what the dungeon master has to prepare with. He sits down and draws out the dungeon maps or, it could be a village that he is going through, trying to find someone. There’s no question that one of the reasons, as I was mentioning earlier, the young people play more than older people do, is because they have more time.”

That’s right: “Two to three hours per hour of play.” This level of game prep is unfathomable to me. For a four-hour session, that’s 8-12 hours of prep, a 2:1 or 3:1 prep:play ratio!

Looking back at a recent tremulus (paid link) campaign I ran, I did a couple hours of campaign prep — not session prep! — and that lasted me for around a dozen two-hour sessions, for a ratio of 1:12 prep:play. For the Urban Shadows (paid link) game I’m running right now, I think I did about three hours of prep — including making my own reference sheets for the game — and we’ve had 12 sessions of about 2.5 hours each, a ratio of 1:10.

But in terms of session prep, my preferred ratio is 0:1 prep:play. I was in the 1:1 range for a long time, when I thought I had to do that; I eventually moved to 1:6, which was a big step for me — but still not enough. For the past several years, my preference has been to sit down and see where the game takes us, just like the other players.

The voice

There’s more gold in them that hills, too, like this excerpt:

The dungeon master’s voice usually gives out before everybody’s ready to quit. That’s the end of an adventure.

What a marvelous image — and a great example of the spirit and enthusiasm of play!

Tests

I like this quote as well:

This is a – people like take to tests. We’re trained to in school. So it’s a testing type of a game and a fun game where you compete – but not against each other, as a group, so a group can work together and find a lot of enjoyment rather than making enemies, saying, “Hey I won the game.” Because you all play and you win as a group.

The whole interview is a spicy meatball, and there’s even a transcript if (like me) you prefer to read than listen to audio.

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
D&D Miscellaneous geekery

The D&D phonetic alphabet

After making a string of phone calls where I needed to spell things for the person on the other end of the line, I decided it was finally time to learn the NATO phonetic alphabet so I could stop doing this:

Okay, it’s five, P as in pork chop [shit, now I’m hungry], six, three, H as in hors d’oeuvres [why the fuck did I choose something that sounds like it starts with an O?] . . .

I typed up the list, stuck it to my monitor, and started memorizing it.

Then, over on G+, Adam McConnaughey mentioned “U as in unicorn,” and I started thinking about a D&D phonetic alphabet using monster names.

But not one designed for maximum clarity, like the NATO phonetic alphabet — one made with names that are funny, difficult to pronounce, fun to say, and, ideally, confusing for the person on the other end of the line.

One that’s full of terrible phonetic choices — like this little dude, who sounds like he was named by Mister Mxyzptlk:

I as in ixitxachitl

Here’s what I come up with using two of my favorite monster books, AD&D 1e’s Monster Manual (paid link) and Fiend Folio (paid link):

Need to liven up your next grinding, soul-crushing, red tape-filled phone call? This should do the trick.

“Wraith” has a silent W, making it sound like it should be an R-word . . . but it’s the W. “Ixitxachitl” is clearly an I-word, but I always stumble over it when I say it aloud. “Gnome” is another sounds-like-the-wrong-letter entry. And so on.

If the majority of my monster books weren’t in storage, I bet there are at least a few other letters that could be made more confusing. Suggestions welcome!

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
D&D Old school Tabletop RPGs

Exemplars & Eidolons: an OSR Swiss Army Knife

I’m going to be playing Exemplars & Eidolons (paid link) next week, so I figured I’d better pick up a copy. Because Kevin Crawford is a mensch, it’s free in PDF and cheap in POD.

In a nutshell, it’s designed to mash up godlike heroes and old-school D&D adventures. Grab a D&D module, read a few numbers included therein a bit differently, and toss in E&E characters — or make your own, of course. Either way, “a single hero is transformed into a figure of towering might,” and the whole thing is delightfully rules-light.

The tacky gold stripe edition

I booklet-printed my PDF copy and took it to an office supply store for assembly. I went with a gold border because they didn’t have any plain options, and gold is fancy. Coil bound, of course, because all hail coil-bound gaming books.

It runs 47 pages, and once you subtract the covers and so forth it’s really just north of 40 — this is a game that does a lot with a little, which is something I love. And while E&E looks like a book, it’s actually a Swiss Army Knife. You know:

The larch

That Alox Electrician (paid link) was my constant companion during our 2015 move from Utah to Seattle.

It cut, pried, poked, and unscrewed all sorts of stuff while we packed up our house; it bounced along in my pocket for a thousand miles; and it broke down dozens of boxes when we arrived in Seattle. It’s one of my favorite pocket knives.

It’s compact, tough, multifunctional, and can accomplish a lot with its handful of cleverly designed tools. Which is a pretty good analogy for Exemplars & Eidolons, because just as you can do all sorts of stuff with a SAK, E&E isn’t only a game:

Exemplars & Eidolons is really an RPG book layout template. Its pages are intended to provide a basic framework for other indie game publishers who’d like to print booklets in the same vein as the original “Little Brown Books” of our gaming youth.

The PDF package comes with InDesign templates, artwork, and permission to use them as you see fit (including for commercial projects). This is basically the most Sine Nomine thing possible, and Kevin’s ability to do stuff like this while also publishing a really nifty-looking game is one of the things I love about his approach to publishing.

Under the hood

Like all the other Sine Nomine books (paid link) I’ve read[1], E&E runs on a lightweight D&D-like chassis: 3-18 for stats, classes, saving throws, hit points, yadda yadda. But, also like Kevin’s other stuff, E&E is its own thing; there are flourishes and tweaks and additions that make it tick.

(Illustration by Joyce Maureira)

Here are my favorite elements (so far):

  • One-page character creation. Nine steps, one page, all neatly summarized. Yeah, you’ll need to look up a few things, but still: zippy.
  • Facts. You write down three facts about your character, each one sentence long, and in play you get bonuses whenever they’re relevant. Instant flavor, player-driven worldbuilding, and mechanical heft — I dig it.
  • Gifts. This is how PCs start as “figures of towering might.” Want amazing AC without armor as a rogue? Take Dodge Blows, and boom amazing AC. As a sorcerer, want to cast a low-level spell at will, as often as you like? Take Mastered Cantrip. Gifts are powered by Effort, a scarce resource which grows as you level up, keeping things interesting.
  • 1st equals 5th. E&E PCs are about equivalent to 5th or 6th level old-school D&D PCs. Grab a higher-level module for an epic challenge, or enjoy grinding a mid-level one into pulp under your godlike boot-heels.
  • The Fray die. Alongside anything else you do in a round of combat, you can always roll your Fray die. It’s automatic damage applied to foes within range who have fewer hit dice than you do levels. In just three short paragraphs, this mechanic goes a long way to giving the game a godlike, larger-than-life feel.
  • Converting from D&D. To use a D&D monster with E&E, just treats its HD as HP; most E&E characters have single-digit hit points. 8 HD monster? 8 HP in E&E. I balk at any sort of game conversion that requires work[2], but this is so trivial it’s brilliant.
  • Wealth. “Legendary heroes don’t count coppers.” Small treasures are ignored; you always have that kind of spending money. Substantial ones are worth a point or two of Wealth. Need to acquire something big, like a ship? Spend 1 Wealth.
  • Problems and Influence. The basic “unit of adventure” in E&E is the problem. A problem is something that calls for heroes: plagues, invading armies, evil cults, etc. Each problem has a difficulty rated in Influence, which is E&E’s version of XP. When the PCs do Hero Stuff, they earn Influence; if they do Hero Stuff which works towards solving a problem, they can apply that Influence to the problem’s rating until it goes away. That’s a really slick way to create a setting, and adventure opportunities within that setting — and, like every other damned thing in E&E, it’s handled clearly and efficiently. E&E’s adventure and setting advice is excellent, and takes up just five pages, one of which is random tables for adventure seeds. So fucking solid.

Notice how E&E is just one letter further along in the alphabet from D&D? I don’t think that’s an accident: E&E is like D&D, one layer higher — epic fantasy on an old-school chassis, with similar expectations around creative problem-solving and making your mark on the world, but a different focus.

Exemplars & Eidolons (paid link) is a deft, clever, and efficient take on epic fantasy, marvelously lightweight and streamlined, and compatible with all things OSR. I’m excited to try it out.

[1] Favorites include Red Tide, An Echo, Resounding, and Stars Without Number (all paid links.)

[2] Because it’s fucking work.

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 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
D&D Old school Tabletop RPGs

The case of the colorful ogre

Over on Against the Wicked City, Joseph Manola posted about colorful versions of classic D&D monsters — from the AD&D 1e Monster Manual (paid link).

Quick, picture an ogre. What color is it? Now check out its description from the MM:

The hide of ogres varies from dull blackish-brown to dead yellow. Rare specimens are a sickly violet in color. Their warty bumps are often of different color — or at least darker than their hides. Hair is blackish-blue to dull dark green. Eyes are purple with white pupils. Teeth are black or orange, as are talons.

Whoa! That’s not what I picture in my head when I think “D&D ogre,” but I love it.

And Joseph is right: There are lots of other monsters in the AD&D 1e MM that fall into this category — much more vividly hued that what’s come to be the default D&D version. I’d never noticed that before.

Goblins is yeller

Joseph also quoted a few other descriptions, including the one for goblins — “yellow through dull orange to brick red,” and yep, no green ones — that made me take a closer look at the back cover of the MM. And there they are — bright yellow goblins!

My copy isn’t going to win any beauty contests, but the yellow still shows up clearly. I thought maybe I was misidentifying those little dudes as goblins, but check out the lovely Trampier goblin illustration from the goblin entry:

It’s a perfect match, right down to the shape of the shield. Bright yellow goblins — awesome!

Where did the colorful ogre come from?

That made me wonder whether I’d just been missing, or perhaps glossing over, marvelously colorful ogres (and other humanoids) in other editions. Did colorful ogres start in OD&D (paid link)?

Nope:

These large and fearsome monsters range from 7 to 10 feet in height, and due to their size will score 1 die +2 (3–8) points of hits when they hit. When encountered outside their lair they will carry from 100 to 600 Gold Pieces each.

That’s the whole entry — no word on their appearance. But OD&D sometimes assumes you’re also looking at Chainmail, so let’s look there, too:

What are generally referred to as Trolls are more properly Ogres — intermediate creatures between men and Giants. They will fight in formations, and have a martial capability of six Heavy Foot.

Nope again. How about Holmes Basic?

These large and fearsome humanoid monsters range from 7 to 10 feet in height and are of various disgusting colors.

That’s interesting — “various disgusting colors.” I like that it’s left vague, but it doesn’t help pin down the origins of the violet ogre.

Okay, what about Moldvay Basic (paid link)?

Ogres are huge fearsome human-like creatures, usually 8 to 10 feet tall.

They grew a foot, but they’re back to having no reference to skin color. So where did the colorful ogre come from?

Noodling

OD&D is a short game, and light on details in many places. It wouldn’t surprise me if Gygax and Arneson didn’t both describing some creatures, like the ogre, with which they assumed folks would be familiar. Holmes and Moldvay both used OD&D as their baseline, so it makes sense that they’d leave ogres pretty much the same.

And then along comes the MM. It was written by Gary, so presumably the colorful ogre — and its brightly-hued friends — is a Gygaxian ogre, not an Arnesonian or Gygax/Arneson one. I’ve read a decent chunk of Appendix N, but I haven’t bumped into any ogres that look like this so far.

I’d love to know the answer, but I’ve got nothing. Nothing but Joseph’s original point, that is: There are some cool, wildly colorful humanoids in the AD&D MM.

I’d love to play in a game where those were the defaults — that’d be a pulpy setting with a healthy dose of zany, and I dig that.

Update

Michael Curtis has a theory about the origins of the colorful ogre, and gave me permission to share it here (including his photo). Thanks, Michael!

“When Gary and the guys were playing Chainmail with the Fantasy supplement, there wasn’t much in the way of fantastical miniatures to use as monsters and humanoid troops. Chainmail itself suggests using 25mm and 15mm figures of normal medieval troops (then readily available) to portray dwarves, halflings, goblins, etc for example.

In those games, the players used larger scale miniatures to represent the bigger monsters. One such figure was an American Indian warrior with spear and breastplate. These figure were used as ogres. Their coloration: bright yellow.

The attached photo is from Gary Con IV where they replayed the “Battle of the Brown Hills” Chainmail fantasy scenario. The game used figures dating from the early 1970s, in some cases the actual miniatures owned by the Lake Geneva crew. Here you can see the yellow warriors (and one painted dark brown) facing off against human soldiers. Compare the pose of these “ogres” to the picture in the 1st edition Monster Manual.

I can’t confirm this with 100% accuracy that this is how we got bright yellow ogres, but the pieces fit the theory.”

Here’s the ogre from the MM:

Seems like a solid theory to me!

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
D&D Old school Story games Tabletop RPGs

Jason Pitre’s RPG design worksheet

Jason Pitre‘s RPG design worksheet is a nifty tool. It’s available as a free, form-fillable PDF.

Each section gives you a number of points to assign to elements of your design, forcing you to 1) prioritize, 2) acknowledge design goals that are present/absent, and 3) think about game design more broadly.

Here’s Jason on the underlying premise:

The basic principle underlying this little tool is the idea of limited resources. Designers need to account for the amount of complexity associated with their designs, and to prioritize the elements they find most important for the desired play experience.

That’s handy! The flipside is also handy: Jason posted a filled-out example sheet for D&D 4th Edition (paid link), and if I knew nothing about 4e and looked at only the worksheet, I’d be able to tell that it’s not a game that’s likely to interest me.

Jason’s approach reminds me of the Power 19, a set of game design questions, which I associate with The Forge. Those 19 questions are a fantastically useful tool.

The Power 19, in turn, reminded me of Jeff Rients‘ excellent 20 questions for your RPG setting, which is aimed at D&D. I didn’t realize that Necropraxis had done a related version, and that one also looks neat: 20 Quick Questions: Rules.

If you’re designing a game, a setting, or a D&D-alike, these are great places to start.

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
D&D Planescape Tabletop RPGs

Planescape makes a hell of a first impression

My copy of the Planescape Campaign Setting (paid link) arrived this past weekend, and I had a chance to spend some time looking through it. My first impression is that Planescape packs a punch.

What’s inside?

The guts are classic 1990s TSR: four saddle-stitched books, four poster maps/thingies, and — somewhat unusually — a GM’s screen.

The books are A Player’s Guide to the Planes, which is actually the introduction to to the setting for players and GMs; A DM Guide to the Planes, which is what it says on the tin; Sigil and Beyond, which is the introductory book writ large and aimed at GMs; and Monstrous Supplement, which covers iconic planar critters.

I love this approach. At 32 pages, the intro guide isn’t a burden — and it’s a great introduction to what makes the setting tick. (Birthright [paid link], another of my favorite TSR settings, takes this a step further: There’s a player-facing booklet for every major kingdom. You rule Medoere? Here’s the Medoere book. It’s marvelous.)

The other books are just as good, but do different things. I haven’t read much of them yet.

DiTerlizzi and Cook

Planescape has one designer, David Cook, and one interior artist, Tony DiTerlizzi. DiTerlizzi’s art is lovely and distinctive, and conveys the tone of the setting like no one else could. No surprise from the designer of the Basic D&D Expert Set (paid link; half of one of my favorite editions of D&D), Cook’s writing is clear, direct, and also fantastic at conveying tone.

One interior illustrator, one designer. Talk about unity of vision and purpose! And it shows. Planescape feels like one of those movies where you just can’t imagine anyone else in Role X: I get the strong impression Planescape without this specific creative team wouldn’t work nearly as well.

Here’s a taste of Tony:

And some Cook, clear and useful as ever:

It all comes together in a layout that’s both spare and evocative. When you have a great designer and illustrator on tap, layout needs to support without overshadowing. Dee Barnett and and Dawn Murin do standout work in this department:

There’s the love-it-or-hate-it planar cant to contend with, yes, but so far that’s not bothering me at all. I’m enjoying reading these books.

Sigil. Oh man, Sigil.

Sigil is awesome! It’s a big part of what attracted me to this setting.

From Sigil and Beyond:

Imagine a tire — no hubcap or wheel rim — lying on its side. Sigil would be built on the inside of the tire. All the streets and buildings would fill the curved interior. Meanwhile, on the outside, there’s nothing, see?

And that city-filled tire? It hovers above the top of an infinitely tall spire at the center of the Outlands, and the only way in or out is through portals — magical doorways to other planes, worlds, and everything in between.

From what I’ve seen of it so far, Sigil is one of the coolest fantasy cities ever created.

Planescape says nein

I’ve been thinking about running Planescape as a gold-for-XP sandbox, which I knew ran a bit counter to its nature. That’s part of the appeal.

So one of the first sections I flipped to was “What’s the Point?” in Sigil and Beyond, which covers campaign themes and goals. I can’t recall another example of a gaming book saying “Don’t do that” to the exact idea I had in mind:

Part of me bristles, part of me agrees, and the rest of me is still turning Planescape over and seeing what clicks.

I see Cook’s point. I’ve heard Planescape described as TSR’s answer to their biggest rival in the 1990s, White Wolf, and the glove pretty much fits: evocative, boundary-pushing setting; factions that disagree about the nature of reality, and to which every PC likely belongs; intraparty conflict; marvelous artwork used well; etc. In that light, I’m not sure a gold-for-XP would work.

But a different sort of sandbox? Absolutely. Sigil is made for sandbox play. Everything I’ve read about it so far screams SANDBOX ME.

Whatever I wind up doing with it, Planescape (paid link) is shaping up to be one of my favorite TSR settings. I see what all the fuss is about, and I dig it.

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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
D&D Planescape Tabletop RPGs

Planescape as a sandbox

Planescape (paid link) was one of the AD&D 2nd Edition campaign settings that passed me by while it was still in print, but I’ve been curious about it for years. I was thinking about it yesterday when an idea hit me: What would Planescape be like as an old-school, gold-for-XP sandbox?

Since I don’t own it and the core set tends to be pricey in print, I asked two questions about it on Google+: What’s the minimum you need to run it well, and would it work as that sort of sandbox? I got some great responses. Many thanks to everyone who weighed in!

What do I need?

“Just the core box” got some love, which appeals to me. I like improv, and these days the less I have to read to enjoy a game, the better.

Allen Varney suggested the core box plus three specific books: The Factol’s Manifesto, In the Cage, and the first Monstrous Compendium Appendix. In the Cage (paid link) expands on Sigil, the centerpiece city of the setting, and The Factol’s Manifesto (paid link) expands on Sigil’s factions, both of which make for great sandbox components.

I have plenty of planar monsters in other books, so I might skip the MC, but the core box plus two books sounds like a great starting point.

Would it work?

I didn’t get as much consensus around this question, but something along the lines of “Probably, but systems other than D&D might be a better fit depending on what you want to do with it” came pretty close. That’s good enough for me!

Rob Donoghue absolutely nailed what appealed to me about the original idea, though — using old-school D&D, probably OD&D (paid link) or B/X (paid link), precisely because “gold for XP + weird planar sandbox” seems like an odd match. Rob said:

But for all that, there is a magic to doing it with D&D, explicitly because of the tension between the very clear logic of the game and the very much bigger logic of the reality of the planes.

Since power and glory come from leveling up, and leveling up requires treasure to be taken from someplace dangerous and returned to civilization to earn XP (plus a bit of “gravy XP” from dealing with monsters, of course), how do you claim that gold in Planescape?

I find that question deeply appealing. It sounds like it’d be fun to answer through play, and I suspect every group of players would approach it quite differently.

Sigil and portal keys

A big, strange city full of factions is fertile ground for a sandbox, and Sigil sounds like one of the coolest cities ever put into a campaign setting. I was one of four GMs in a city-based, round-robin Dresden Files sandbox campaign that remains one of my all-time favorite games, and our Dresdenverse Boston was a big, weird city full of factions; I know how well that setup works.

Jürgen Hubert also made Sigil sound even cooler when he brought up portal keys[1], which seem like they’d be a currency all their own in a Planescape sandbox:

As for sandbox campaigns, the key way of controlling it is to limit the portal keys the PCs have access to. And you will have to limit the keys, or else the PCs can go anywhere at all in the multiverse. Which might be great for those who can run prepless games, but I like to be prepared, personally.

With a fantastic central city, endlessly rich in adventure opportunities, plus the added special sauce of wanting/needing to acquire portal keys (to seek out treasure, to broker for information, or for a thousand other reasons), basing a Planescape sandbox in Sigil seems like a natural fit. I don’t do session prep, so that’s a good fit for me as well.

Noodling

In poking around the web, I also turned up Running a Planescape Campaign, which has some interesting ideas in it, and Planescape’s Missing Megadungeon, which proposes a tantalizing option.

“Loosey-goosey planar D&D,” which is kind of what’s grabbing me here, also made me think of FLAILSNAILS. I’ve never run or played in a FLAILSNAILS game, but the basic idea — throw together PCs from a variety of roughly D&D-compatible systems for a night of adventure — seems like it’d apply well to Planescape.

For the moment, that’s where my head’s at with the idea of Planescape sandbox: use 0e or B/X D&D, stick to the core set plus maybe another book or two, base things in Sigil, and see what happens. I lucked into a print copy of the boxed set, so once it arrives I’ll be able to bounce those ingredients off the setting and see if it still sounds as appealing as it does right now.

[1] He also brought up lots of other stuff, and even started an RPG.net thread to talk about some of it. Like many of the folks who commented on G+, he’s got great ideas about how to run Planescape.

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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
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!

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.