Showing posts with label Bob. Show all posts
Showing posts with label Bob. Show all posts

Sunday, May 2, 2010

CotMA Continues


It’s been an awfully long time now since I mentioned my ongoing foray into Joseph Bloch’s Castle of the Mad Archmage (CotMA); in fact, there’s a new version of said dungeon out now. My friend Bob and I started out sometime before the Olympics and though we played 2 sessions in rapid succession, we’ve only managed one session since. What follows is my vague recollections of these sessions—bolstered a bit by some notes I took in a rare show of foresight on my part.


Whence last we ventured, the party was picking on some skeletons in a closet... and only right now do I finally get the joke. Oy veh. Anyway, suffice it to say that our boys polished them off and continued their quest for dungeon dominance.


As we continued, we met up with a statue of an ape whose secret I shall not reveal here and some olive slime and its offspring. I assume this must be a Monster Manual II critter cuz I can’t find it in any of the sources I’ve checked (AD&D Monster Manual, OSRIC, S&W Monster Compendium, Laby Lords, Castles & Crusades) and it's far too sensible sounding to be a Fiend Folio creation. And since I don’t feel even slightly compelled to purchase the MMII--or the Fiend Folio for that matter--it shall remain a mystery to me until some beneficent Olde Schewle scholar provides a description in their freely downloaded bestiary.


Anyway, since our fearless party already blew off the troglodytes a few rooms back out of sheer ignorance (at the time of this session, we had only the S&W rules pdf on hand), we felt compelled to take action. We extrapolated a bit based on the info in the module and our knowledge of the more famous green slime and decided to torch the stuff and it’s offspring. More fudging was necessary a few rooms later when we were surprised by giant frogs. We surmised, given their hp totals, that they must have 3 or 4 hit dice and, based solely on ancient memories of the murderous frogs at the Moat House in T1 The Village of Hommlet, I gave them 1 attack for 1d6 plus, if they hit you, they grab you with their tongue and automatically do an additional 1d4 dmg/round thereafter.


This is a battle we barely survived intact. Because we were surprised, Borrance the MU took it for the team before he was able to cast the sleep spell that might have saved our asses. Sigurd the ranger, Glebberd the Halfling and Borrance all got knocked to 0 hp. Only with S&W’s optional wound-binding and Negative Hit Point rules did we manage to drag the entirety of our party back to the surface alive. First level clerics without Cure Light Wounds are not worth all the sanctimonious posturing.


Since it was now getting late in the real world, we decided to clear out of dodge rather than leave our party to sleep in the dungeons. On the way out we encountered our first wandering monster: a “Floating pearlescent bubble.” We had a moment of silence in memory of Patrick McGoohan and then loaded it full of arrows. Our first day of adventuring yielded us a massive total treasure haul of 15 silver pieces! Not too impressive, especially at the cost of 3 near-dead characters.


Friday, January 29, 2010

Megadungeon Design Review Comittee


As far as Old School gaming goes, my cohort Bob and I are strictly amateurs. But between the two of us, we're sitting on a pretty big gob of experience and training in construction design and planning. As such there was one incident during our recent foray into The Castle of the Mad Archmage that piqued our professional interests.

So we’re blundering through the dungeon in our distinctly ignorant fashion when we head down a long passage to the next level that’s labeled “slope 5°.”

Bob: What’s the elevation change between levels?
Me: I think it said 30'

[We do some math: 5° is equal to a 1:9 slope, which means there needs to be 270’ to get down to the next level. Feel free to check our work.]

Bob: Let’s see if this ramp is long enough ... [gleefully counting 10’ squares] ... Oh he’s got it made, well over 300’ here. Even accounting for the landings at the turn and the intersecting corridor.

And, satisfied that our dungeon creator is on top of his game, we move on.

About halfway down the slope there’s a numbered encounter.

Bob: What's that say?
Me: "slope in the corridor is too subtle to be detected under normal circumstances. Dwarves etc. have their normal chance to detect”
Bob: [chuckling] I guess that makes us dwarves.

To put things in perspective for any non-math nerds out there, a 5° slope equals a vertical change of ~1' (rise) for every 9' of horizontal (run). This is significantly steeper than the maximum allowable slope for an ADA (handicap access) ramp, which is 1:12. Without belaboring the point, a 5° slope is not at all subtle. A consultation with the Joe the Dungeonmaker—isn’t the internet grand?—assures me that it should read 5% slope not 5°. A 5% slope is a much more reasonable 1:20, but no biggie either way, Megadungeon rules apply; if it says it’s too subtle, then so be it. And besides, Bob and I are both looking at the dungeon plans anyway, the cat was already out of the bag.

But then, even if the corridor were perfectly level, the cat would have snuck out in its own surreptitious fashion. There’s something about long, unbroken corridors, you expect to come out of them in a place that is somehow different from the place you just left. Maybe they don't realize that they've left one level and arrived in another but they're expecting a change of one sort or another. Think about going to the zoo: you’re walking along a path with a bunch of savanna animals on either side, then you hit a stretch of path where there are no exhibits for a stretch. Then you find yourself in a new cluster of critters, chances are, these exhibits are somehow different from the savanna you just left. Maybe they’re monkeys--you’ve entered the jungle portion of the zoo. Or maybe the savanna predators are here, isolated from their prey in the previous exhibit. If it was just more gazelles and zebras, you would wonder how they’re different from the critters you left behind, and you might start to think that this zoo needs to diversify its collection.

Just walking that distance gives you time to exit one experience and prepare yourself for something new. It’s the concept behind labyrinths—as opposed to mazes—that the journey itself is transformational. And this works the same in table-top play as it does whether you’re walking through the zoo or traversing the pattern underneath Castle Amber. Even if your players have no idea that they have technically just entered a new dungeon level because they didn’t notice the elevation change, they already know that they left something behind. Walking the length of the passage has provided them a moment of cautious respite, and they’re prepared for something new.

That said, I wouldn’t advise a dungeon designer to redraw his map. Unless the sole purpose of your design subterfuge is to confound the player’s mapmaking efforts—it would be fun to watch the confusion unfold as their map starts bumping into itself in the Southwest quadrant—one needs to not only disguise the elevation change but also hide any other signs of transition as well. Say, if the entire first level, rooms and all, were juuuuuuust so ever slightly sloped—0.5°, 1:100, 1%, choose your labeling convention—toward the northwest,until the party opens a nondescript door off of an unassuming room and, unbeknownst to them—POW!—they’re facing a whole new wandering monster table!

Thursday, January 21, 2010

Death to the Mad Archmage! or We actually play the game.


Following up on our hockey night/character generation session Bob and I actually got together the next night to get started on our Old Style quest for 1.6 oz. coins and positively integered magical armaments. Bob has approved my decision to use Joseph Bloch’s Castle of the Mad Archmage (CotMA) based on the high quality of his blog posts over at Greyhawk Grognard and the nice price tag of his module. Actually, those are my reasons for choosing it; Bob’s reasoning goes more like this: “Whatever, let’s just play.”

And to Mr. Bloch I owe a humongous apology for the butchering his handiwork receives here. Please folks--and thank goodness there are few of you reading this--don’t allow my experience to taint what, in the hands of a competent DM, is a fine adventure.

I should explain our methods a bit, as they’re more than a little unorthodox. As discussed previously, we rolled up 6 characters, one from each of the classes (Fighter, Magic User, Cleric) and races (Elf, Dwarf, Hobbit-gnome-leprechaun) available in S&W who we’re pretty much running jointly, like so many pieces on a chess board. And for various reasons that don’t seem at all reasonable now that I'm trying to type them up for public review, we thought it would be perfectly ok if, rather than having one DM, we would alternate the task at each encounter, depending on a roll of the dice (low = Bob’s the DM, high = Me). Neither one of us has read the module, so we’re going in this blind and stupid. And oh yeah, we’re calling the DM the “Reader.”

Essentially, we are co-playing 6 players while simultaneously co-DMing a dungeon that is unknown to either one of us. Let me know if anyone cares anymore.

To make matters worse, neither of us has a functional printer to print out either the rules we’re using (Swords & Wizardry) or the module, and we’re way to cheap to print them out at a copy shop, so we’re just reading the PDFs straight off the screen of Bob’s laptop. Holy crap is this annoying, but here we go!

We skip all the traditional meeting up in the tavern business and head straight down the stairs to the 2nd level: and a huge spider drops on our asses. Actually our heads, but it misses. We don’t know for sure how a huge spider differs from any other spider,  but neither of us has rolled a 20-sider in combat since the Mulroney administration, so we have at it with extreme gusto. The party retaliates, both of the fighters in the front row (Sigurd the Ranger and Polvo the Dwarf, for those following at home) hit for some pretty hefty damage and the spider immediately realizes that it’s in over its head and skitters back into its web. We break out the missile weapons and take pot shots into the web until the critter’s corpse falls to the floor. We ended up breaking a lot of arrows this way; next time we’ll torch the webs like good old schoolers, but we really wanted to roll them 20 siders. [Edit: one of the ways in which huge spiders differ from the other varieties is that they are not web-builders. Insert blushing emoticon here. --Dice-chucker, 5/29]

We randomly chose one of the two doors out of the room, walked down the hall and popped open the first door we found on the left: 2 armed dudes. This time I am Reader and, reading that they are part of a posse of brigands who normally steal from half-dead stragglers wandering out of the dungeon, and that they have cohorts in several adjacent rooms; I decide that they will try to parlay until they can set off the alarm that I’ve decided is in their room, thus alerting the rest of their gang. They manage to engage the Party in conversation and trip the alarm. Suddenly the doors to the other rooms open up and the rest of the brigands come out in the hall.

Then this happens:

Bob: Hold on! You aren’t the Reader of all those rooms, only this one!
Me: But they’re all part of the same group; they act as a team!
Bob: Too bad, that wasn’t in the agreement. We’re supposed to roll for each door.

Bob is having none of my loosey-goosey rule adherence tonight—he hasn’t had anything to drink and there’s no hockey game to distract him—so we roll for each of the rooms that the brigands came out of and more or less split them. We decide that upon hearing the alarm the party backed out of room 35 and prepared weapons. Suddenly faced by 10 brigands instead of 2, they brace for combat.

Bob and I quickly confer about what kind of strategy these brigands would have in place and agree that our party looks far to fresh and are conspicuously lacking in bulging sacks of coinage to be of interest. So the brigand leader calls out: “Ahoy, wayfarers, welcome to the CotMA; don’t be alarmed; we’re dungeon security. We make sure none of the critters wander out and stuff. Let us know if you need anything, we’ve got torches aplenty if you find yourself in the dark.” And they let us pass. We decide that the party is dubious and decides to return down the hall to the spider room rather than risk an ambush as they pass through the midst of this gang. "Suit yourself, and have a happy adventure” yells the Brigand leader as we beat a cautious retreat toward the spider room.

Ok, so the incident itself was pretty uneventful but here’s the bizarre thing, our co-DMing thing had lead to us actually working together as a team to determine how the dungeon would react to the presence of the players within its confines. We were playing the part of the dungeon! Man, this was mind blowing. My enthusiasm for this experiment just went through the roof!

So we turned tail and retreated down to the spider room and proceeded through the other door, wandered down and popped open another door. Roll the dice: Bob’s the reader.

Bob: There are a bunch of troglodytes in this room and in two adjacent rooms, how should we run them? [it’s now assumed that any multi-room encounters shall be run cooperatively]
Me: Troglodytes? I don’t remember much about them. How smart are they? Are they neutral?
Bob: [does a search on the S&W PDF; now that’s kinda’ handy] uuuuh… no troglodytes here.
Me: and I didn’t bring my Monster Manual.
Bob: You wanna fight them?
Me: Not feeling it, no.
Bob: Me either. Screw it, these rooms are empty

And so we moved on. Lesson for the kids: A little preparation here would have really helped the situation.

We come across the little closet of a room off the main hallway—remember, we’re both looking at the maps. The dice say that I’m the reader:

Me: Two skeletons in here, and they attack!
Bob: Should we have Brodsky [the cleric] turn them?
Me: There in a freakin’ closet, where would they go?
Bob: I don’t know; I say we do it and find out.
Me: Your call, I’m just the DM around here.
Bob: [rolls a 17] Sweet! Can you change them to wraiths; I would have turned them too!
Me: They turn tail and run… to the furthest wall of the closet and try to climb it.
Bob: We bash them to bone meal to put on my rose beds [merciless—though inept—dice rolling ensues]
Me: Does attacking them break the spell?
Bob: You’re the Rules Fascist.
Me: Having survived your onslaught they turn to attack
Bob: Asshole
Me: You called me a fascist, what’d you expect?
Bob: You relished it last night.
Me: I still do.

Now we’re back to a more traditional approach; when faced with a mindless opponent, Bob and I are no longer a team running a dungeon, we’re merely alternating the DM role on a room to room basis. This seems a lot less intriguing, especially considering that neither one of us has an idea of what’s going on in here—we didn’t read the front matter of the module and, although we can see the entire layout, we don’t have any idea who or what is behind each door. It kinda’ feels like we’re playing Dungeon, which shouldn’t be surprising since we’ve injected all of the interest and complexity of a Parcheesi piece into this event. I think I'm gonna' have to take some drastic measures to bolster the atmosphere around here, like maybe read the front matter before we play again.

Sunday, January 17, 2010

What’s going on here?

At long last I have coerced my friend Bob into playing D&D. More specifically, the original D&D as published in 1974. Well that’s not quite true either, we’re going to play Swords & Wizardry, a—pardon me—retro-clone. Man do I hate lingo like that, but that’s what the kids are calling it these days. Since I am a card carrying absurdist and a contrarian of the highest order, I have decided to refer to the game—both my game specifically and all other versions, be they the original or an homage version—henceforth as “Old Style.”


It all began when Bob and I started spending the occasional Saturday night—after the wives and kids go to bed—getting together to play games and drink beer. Usually they’re games of strategy: Chess, Stratego, Risk, Axis & Allies; crap like that. And usually Bob beats me pretty handily. I tend to take either a ridiculously conservative approach and lose in a long, tedious war of attrition or else I take humongous, ill-conceived gambles that, though they sometimes make the game interesting, have yet to result in victory for the good guys.


Anyway, we both played a lot of (A)D&D back in the day (80s) but haven’t really played it or kept up with the hobby since. A few years back I invented this thing called the internet and, at first purely for nostalgic reasons, started loitering in RPG boards, seeing what people had to say. I found some interesting facts. Apparently TSR kept publishing more gaming material after 1986; I had no idea. Also, there was some magic card game in the 90s that was so popular that it ate D&D like a giant frog swallowing a halfling. Stranger still, the company that bought TSR was located in a shitty suburban office park within walking distance of where I was working in the late 90s. I was that close to Lake Geneva West and had not a clue.


Eventually I got married and settled down and found myself with free time in my evenings that had, for many years, been occupied with beer drinking, show-going, laid-getting and various other activities of young adulthood. That’s when Bob and Saturday game nights come in.


So anyway, Bob and I had often reminisced about our D&D days though neither bothered to broach the notion of playing such a game. Then about a year ago, after losing my 237th consecutive strategy board game, I finally had had enough. “Let’s try D&D, man,” I said.


I had secretly been working on some Byzantine house rules for AD&D in my basement laboratory and when I presented them to Bob for possible playtesting, he scoffed. I won’t go into details, but he had every right to do so. I had cobbled together an ink and paper golem from vintage 80s rule books that I’d been slowly acquiring over the last 5 or 6 years. Besides D&D I have DragonQuest, MERPS, GURPS, Fudge, Heroes, Call of Cthulhu, Champions… you get the picture. Though in my opinion I had created a Frankenstein’s monster akin to the Mary Shelley version—strong, fast, sinister, yet eloquent and introspective—Bob felt that it more resembled the Mel Brooks rendition: clubfooted and a bit Abby Normal in the head.


The relative worth of my house rules aside, the real problem was that Bob had his own ideas about how he would re-make the game in his own image, and they differed greatly from mine. After a few rounds of verbal taunting and outright mockery, we both agreed that we couldn’t really sit down and play AD&D without drastically altering the rules, nor could we agree on how they should be altered.


That’s when I came across the blog of a one Mr Grognardia. His little piece of the internet is chock full of really cool content: book and game reviews and retrospectives, interviews with historic figures of the game, opinion pieces that are informative and enjoyable to read—not like anything you’ll see here—and posts on his own campaign, which he is running using the original D&D rules as published in 1974, Old Style gaming at it’s purest. Also, he just can’t be beat for the amount of content he chucks up every day.


Now neither Bob nor I have ever played Old Style—we started with Holmes and/or Moldvay Basic back in the very, very early 80s—so we thought this would be enough of an unknown entity that we could look upon it with fresh eyes yet it’s also the root of the game that we gleefully wasted our adolescence playing so it’s familiar enough that we’ll know what we’re doing.


That’s where this here bloggy thing comes in. I decided to document the development of our game as we play it; mostly for my own nefarious purposes but I’m putting it out there on the old intertubes as well ‘cuz I’m an exhibitionist at heart. If, somehow, someone manages to extract a milligram of amusement from this, then I’ll call that gravy.