Thursday, July 30, 2015

Saving Throws: How many is too many?

In my game, I prefer the one universal saving throw category advanced by S&W White Box and perhaps a few other OSR ripoffs as well.  While I find the saving throw categories that Father G. devised back in the 70s to be as charmingly quirky as the next old schooler, they've always struck me as rather arbitrary, needlessly complex, and, ironically, uncomprehensive.  Instead, at my table everyone needs an 18 to save against everything.  Everyone.  Against everything.*

This doesn't mean that all saving throws are created equal however.  When I, as MC, declare that a save is in order, I don't just say "All right dickheads, make a save".  Oh no, there's always a descriptive component to the save.  Often it's "save vs. death" or "poison" or something standard like that, but it can also be extremely specific as well, here's a list of saving throws that I can remember offering to my players:
save vs. poison
save vs. traps
save vs. death
save vs. parallelization
save vs. nausea
save vs. libido
save vs. flesh-eating bile
save vs. watching-your-innards-spill-out-on-the-ground
But it really doesn't matter: in most cases the descriptor has no bearing on the saving throw. You still need to roll an 18 or higher.  As a fer instance, no PC class or race in my game has any advantage over another in watching their innards spill out on the ground.  You're still just hoping to roll an 18 or better.**

However, there are circumstances where I'd allow a bonus based on the characters race, class, or personal experience.  Thieves, I'd say, might be offered an advantage on saves vs. traps.  Or elves saving vs. libido; everyone knows how virtuously dull they are.  They get a +12 bonus in addition to level and any applicable wisdom bonus.  If, despite all that, they still manage to blow their save I'd offer them best 2 out of 3.


*You do, in most cases, get to add your level/hit dice to your die roll.  Possibly other bonuses.  Keep reading. 
** Gutless beings such as water elementals or stone golems would likely be immune to this sort of thing.

Tuesday, July 21, 2015

Kickstarting the Rants: CKG Incoming!

No, the title of this post does not refer to some cloud fundraising operation used by unappreciated creative types to raise undeserved cash for their unworthy projects.  Rather, I am trying to figuratively kickstart my blogging endeavors by purchasing a book that I am certain will irritate me to the point where I will be forced to eloquize my misery in print.  Which is to say, I've just ordered the C&C Castle Keepers Guide,* so be prepared for a boatload of ranting when this puppy finally arrives.

I have in the past tried to express my appreciation of the Castles & Crusades game, and yet somehow each effort has yielded a blathering screed on the various stylistic deficiencies of the game's rulebooks.  Plus it doesn't help that C&C chose to join the Rogue camp.

But at this moment, I am truly and deeply open to the possibility that I will actually be impressed with this tome when it arrives.  It is my deepest hope that the Trolllord pensters have learned to hold their hands steady in the presence of a thesaurus.  And that the artwork of P.B. Radley will reveal that he may actually be in possession of a soul, or is at least able to fake it on paper.  Occasionally.  And I even have some faint glimmering hope that the content of the book might have value too.

However, none of these are my expectation.

I expect to loathe this book because the authors and artist have failed to tailor their work to my particular preferences yet again.  But my deepest fear is that I will loathe it because it will have nothing to offer.   What if they boisterously purple prose of the original C&C PHB has been tempered and replaced with something rather banal?  Will the content shine through or will it be found wanting?  What if it's just plain old boring?  That would be worst of all.

* CKG doesn't quite roll off the tongue like DMG, eh?





Tuesday, June 30, 2015

Rogue Rant: Suck it!

No, not her.

Like most of you, I like to pretend that I don't give a crap about the edition wars; as if they're beneath me and all that. Yet also like you, I actually prefer the older, mustier versions of the game to those 21st century editions that the kids are rabid about these days.

That's where our similarities end, however, because unlike you I've actually found indisputable evidence to support my personal bias. You see, post-Gygaxian versions of D&D are objectively inferior for one simple reason: the Rogue. Introduced, I believe, in the much-vaunted 2nd edition of Advanced Big D [EDIT: it was 3rd ed., not 2nd {EDIT EDIT: I've now been informed that rogue was introduced as an archetype in 2nd ed. but not a class, whatever that means <EDIT EDIT EDIT: Now I'm being told that Rogue was a "group" in AD&D2, not an archetype. Did this ever have any value?>}], rogues are essentially thieves with a coat of paint to give them somewhat less illegitimacy.  Or something.  

I don't really know why they changed the name, but I do know that it has been scientifically proven that any edition of D&D that includes a class titled "Rogue"--regardless of any other merits it may have--is clearly the product of an inferior mind and should be derided mercilessly at every opportunity excepting only those situations when simply ignoring it seems more palatable.

I can almost rationalize why TSR [EDIT: it was Wizards, not TSR] might have decided to change the thief moniker--presumably cuz of its criminal baggage--this was around the same time that the title of Deities & Demigods was changed to Legumes & Lorries after all [EDIT: Actually it was much later than this].  But rogue?  Couldn't you try not to suck so bad at naming stuff?  Sure, thieves, by definition, tend to steal stuff; that could be kinda' off-putting to some.  But at least "thief" points to a skill set that has potential value in a dungeon setting.  Rogue, however, is just a disposition of scoundreliness. While that may be fun to run in the tavern, what the fug good is that gonna do a party of adventurers?  Who needs a jaunty-capped seducer of barmaids when your six levels deep in the Acrid Tomb of Malcontents?
DM: The chamber is filled by a viscous, burbling, black blob; it reeks overpoweringly of vomit and strychnine and seems to be sliming its way toward you.  What do you do?
Roger the Rogue: I flash my most menacing grin and offer a defiant witticism.
DM: Ok, roll against your "Crack Wise in the Face of Danger" ability.  While you've got your 20-sider handy go ahead and make a save vs. flesh-eating bile.  
Truly though, the term rogue has come to mean an outlier, someone who lives beyond the norms of society, who is possessed of an attitude of nonconformity.  While definitely more open ended than "thief," this makes no sense at all as the name of a character class.  What you have is a class that specializes in not doing what's expected of it.  While there's no reason that you can't count on a well appellated thief to climb walls, decrypt codes, or defuse bombs for the good of the party, all you can expect from your rogue is that s/he/y's going to give you lip if you ask them to do something:
Fred the Fighter: I try to open the door on the west wall.
DM: It's locked.
[The rest of the party looks meaningfully at the "Rogue"]
Rachel the Rogue:  Stick it ya' buncha' hosebags, I'm not your lapdog. [Leaps onto a nearby table sending crockery flying and raises a fist in the air]  Fight the power!

Wednesday, May 20, 2015

Sinister Location of Saltmarsh

I'm flying to England in a few days to meet with the location scout for the "Shakeshaft" tv series I have, of late, been hawking.  In preparation for the trip I've been researching the south coast of England since, as the U1 authors make explicit, that is the model setting for all things Saltmarshy.

Anyway, it took about 4 seconds on an internet search engine to find out that, while there doesn't appear to be a town by the name of Saltmarsh in southern England, there is a town named Seaton in Devon.  As Saltmarsh devotees will no doubt recall, Seaton was, along with Burle, one of the neighboring, more prosperous towns in the vicinity of backwater Saltmarsh.  Thinking that was pretty nifty, further investigation yielded this tidbit in an article about a grocery store opening in town:
"Sandwiched between the red and white cliffs of the Jurassic Coast and surrounded by acres of unspoilt saltmarsh, the Devon resort of Seaton has prided itself on its status as a serene backwater whose last serious skirmish with an unwanted invader was 700 years ago when it supplied Edward I with ships and sailors to fight off the Sahuagin." [Emphasis, c'est moi] The Independent, 25 March 2008.
So the town of Seaton, like U1's Saltmarsh, is a backwater village located on the seaside adjacent to a saltmarsh, and is within spitting distance of cliffs on which to position everyone's favorite haunted house.  An image search quickly revealed the cliffs upon which the Haunted House is perched:

These are the cliffs.


As well as the house itself: 

This house is haunted.

Except a closer look revealed that this cool old joint is actually in a different Seaton altogether--Seaton Delaval way up in Northumberland.  Apparently Seaton is a pretty popular name for any village within a stones throw or two from the sea, as Wikipedia lists 11 towns, villages, hamlets, dorfs and/or thorps named Seaton either wholly or in part.  The Seaton of County Durham is the most intriguing; here is its Wikipedia entry in its entirety:
"Seaton is a village in County Durham, in England. It is on the A19 road south of Sunderland. The village boasts two pubs." -- Wikipedia entry on Seaton, County Durham, 5/19/15

Anyway, I hope I get to visit both taverns on my upcoming tour of the Seatons.


Saturday, April 25, 2015

Shakeshaft Goes Hollywood!

Jack, circa 1953.
Thanks to Claw Carver--just hired on as the casting director of "Shakeshaft: the Series"--for pointing out the striking similarity in appearance between Saltmarsh's shadiest character and the young Jack Palance, see below.  The intense stare, pronounced brow, and peaked hairline; it's really uncanny isn't it?  The producer of the upcoming tv series is in discussions to secure 1950's J. P.  for the part.  This could be a real gold mine.





Ned, circa 1981.

Thursday, April 23, 2015

Ned Shakeshaft: Sinister Assassin of Saltmarsh

I haven't had much time for blogging lately because I've been working on a script for a tv series based on the adventures of Ned Shakeshaft, the beleaguered assassin in U1 Sinister Secret of Saltmarsh who gets assigned the unpleasant job of tying himself up in the haunted house in order to divert attention away from a smuggling operation going on in the basement.  A method actor to the core, Ned took the added step of stripping down to his skivvies and having some cronies beat him up before leaving him to his role.   
Insert BDSM jokes here.

Now, if you were a respected professional, would you volunteer for this gig?  Not a friggin' chance.  Not only is the scope of the operation well beneath you, but you gotta' know that there's not a lot of money in it either.  So what's Ned's motivation?

First off, he's clearly not a Respected Professional.  Likely he's got a long rap sheet of botched hits and failed enterprises--like his laughable attempt at fixing bouts on the Ulek gnome-wrestling circuit, or that time he got arrested for "attempted pimping" in Gradsul.  Whatta' Schmuck.

But still, how did he find himself hogtied and stashed like a sack of hirsute potatoes in a decrepit house waiting for a band of well-armed, sociopathic adventurers--who, it should be noted, gain XPs for killing people--to come along and free him from his bonds?  Fortunately for you I've uncovered the answer.  You see, old Ned's got gambling debts out the yang and The Receiver--the prominent Saltmarsh merchant with ties to the Smugglers Under the House--has purchased them at pennies on the dollar because, hey, you never know when your gonna' need a disposable assassin for exactly this kind of work.

The Receiver has decided to give Ned one last chance to make good on his debts so he sends him to the haunted house to wait for the meddling party of adventurers.  But do we really think that he wants Ned to stop the party from finding the smugglers?  Heck no, compadres; this is where the module-writers grossly underestimate the ruthlessness of The Receiver.  As mentioned in the module, Ned's presence will make it obvious to even the least observant party that there is something decidedly non-paranormal going on in the haunted house.  This is entirely by design because, as you'll remember, The Receiver has as yet failed to find the Smugglers den--which indicates that he's been looking for it.  And it's also clear that the Smugglers aren't being too forthcoming with their location, which makes good business sense when you deal in illegal contraband.  So what does The Receiver want with the Smugglers?  I'll tell you: he's not interested in protecting the Smugglers Under the House at all: he wants to take over their operation.  That's right, the Party has stumbled into a gangster turf war. 

So The Receiver sends Shakeshaft* not to stymie the Party but to assist them in finding the Smugglers hideout and, indeed, to encourage them to keep looking should they consider leaving without finding it.   As soon as the Party finds the secret lair of the Smugglers, Ned is to slip away and alert the gang of toughs that are hiding out in the woods across the way.  These goons will then descend on the hideout and pound any survivors on either side into submission.  Ned also knows full well that those same thugs have been tasked with doing the same to him should he fail in his mission. There, my friends, lies his motivation.

* This has got to be an alias, right?  I suspect that "Ned Shakeshaft" is the UK equivalent of "Jack Meoff."

Friday, March 20, 2015

Happy St. Cuthbert's Day!

I know you're all still recovering from ol' Paddy Snakebane's Festival of Greenery on Tuesday, but get your party hats back out because today marks the feast of St. Cuthbert!  Besides knocking back a pint or three of St. Cuthbert's IPA, you might consider celebrating by being nice to animals: Ol' Cuddy was famous for his rapport with the critters of the world.  Also, get in some cudgel practice whilst sporting your favorite chapeaux.

Not sure why he's in a boat in the photo above, but it's a somewhat common theme in non-Greyhawk Cuthbertian imagery. Check out his soccer team's crest (right).

Although Wanderers--along with the similarly themed Rovers and Rangers--is a fairly common team nickname for F.C.s in the British Isles* the name is especially appropriate for a club honoring ol' Cuddy; his posthumous wanderings are the stuff of legend.  For centuries after his death his remains were repeatedly moved from one hiding spot to another in order to avoid plundering by Minnesota Vikings.

* Despite all the Old Country emulation that goes on in MLS nomenclature--see the Uniteds, Reals, Dynamos, FCs, and, now, Cities, that clutter up the standings--no one has taken a shine to the Rovers/Rangers/Wanderers theme.  Wanderers is perhaps too desultory for modern tastes and Rangers is already taken by both a hockey and baseball team here in N. America, but Rovers, I think, would make for a damn fine futbol team.