Tuesday, December 13, 2011

I won D&D and it was Advanced!



My name is Abed and I'll be your dungeon master.
I know, it's been around for almost a year now, but I just finally watched the AD&D episode of Community which, by the way, just happens to be the best show on broadcast TV at the moment.  Anyway, if you haven't seen it, here's a teaser; you need a hulu membership to watch the whole episode--or get the DVDs of season 2.  You can watch recent episodes on the NBC website for free.  If you dig it as much as I do, you should write to your Congressman to make sure NBC doesn't ditch this show. 

Thursday, December 8, 2011

Thursday, December 1, 2011

Feeding the Frogs: Phew, this smells like an adventure log

At long last my gang of (2) gamers finally embarked on adventure in the good ol'  Village of Hommlet.  Bob--my original cohort from back when this blog started nearly 2 years ago--and I have been joined by Dan the Aussie, a long time "mate" of ours who decided to join the ranks of "tremendous nerds" (it's much more charming when said with an Australian accent) and give D&D a try.

In many ways Dan, a novice to the rpg scene, is the complete opposite of Bob.  Whereas Bob is all about strategizing combats and unpuzzling traps, Dan loves the interactions of his character with the NPCs.  Not surprising now that I recall Dan was no foreigner to the theater department in his college days. 

Call to Arms
There are only 3 characters; Bob has Ponce the Paladin, Dan rolled up Jerry the Thief, and I am running Ahmad the Mage as an NPC; he'll be my PC should one of the other fellas DM a later adventure.  Of course anyone familiar with T1 knows that three first level dickheads with d6 hit points are not going to make it far in the old moathouse, so the NPCs of Hommlet strongly encouraged the boys to recruit a few more hands before they go off to meet certain death find glory and adventure at the moathouse.

Through interaction with the denizens of the Buxome Wench Inn--actual roleplaying!--the fellas have enlisted the infamous Elmo--though I ditched his drunken retard act--and his poker buddy Furnok the Ferd, a 4th level thief/card sharp, as well as Spugnoir the Evoker, Zert the Warrior who is also an evil agent of the Temple, and Kobort the also-Warrior.  They convinced dimwitted Kobort (Int 6) to ditch his unlikeable companion Turuko (Cha 5), who is now righteously pissed at the party and plotting his vengeance.  This took most of the evening, and I think even Bob enjoyed it. 

Frog Food
With the posse assembled and armored up they made for the moathouse.  Finally, the encounter I had been anxiously anticipating was upon us: the attack of the ravenous frogs!  I was giddy with excitement about running this rematch with the badass, halfling-chomping amphibians; and I felt no pity for the unsuspecting players who thought the adventure would politely wait until they entered the castle to begin.  Sadly--for me--the frogs failed to surprise the party and, indeed the party even won initiative!  Stupid slow-ass frogs.

I've given Bob and Dan a free hand in tactical deployment of the NPC party members--though as DM I retain veto power over any action that I deem inappropriate to their character--so they launched the gang into action.  Two frogs were dead and two others injured before they managed to get their tongues out of their mouths; this was not going to be the massacre I was expecting.  Indeed, between the 6 of them, the frogs inflicted a measly 7 points of damage before the party roasted up their legs for lunch.  Their vicious reputation did not go completely unwarranted--5 of the 7 points of damage came at the fatal discomfort of Spugnoir the MU who only had 4 hit points.  Why the fellas didn't bother protecting the magic users I don't know--although it was Zert the evil fighter who was in the best position to protect Spugnoir, maybe his evil intentions are showing through?--but now they're out his 2 sleep spells and they have a lot of brigands to fight pretty soon.

Trivia
  • This party is unique in the entirety of my playing experience in that despite being a fairly large group--8 characters total--there is not a single non-human to be had.
  • There appears to be a paper shortage going on in the vicinity of my house.  I managed to scrounge up a few palimpsestuous index cards on which the fellas were able to write up their characters, but I had to do all my DM-ly bookkeeping on the back of envelopes and publicity fliers that I dug out of the recycling bin.  Indeed, I came blasphemously close to using the backside of my 4-year-old's fridge-mounted artwork. 

Wednesday, November 16, 2011

Assassination Organization: Guild Archetypes

I'm guessing it's the weather--the gloom and rain have chased the sun far, far away leaving the denizens of this fair burg wondering if we'll ever see it again--but I find my mind wandering back to  assassins once again.  Last year around this time I ran a series of posts on level titles of the assassin class in AD&D; this year I find myself watching loads of movies about assassins.  The American, Red, Day of The Jackal to name a few, as well as a few spy type television series.  If you like a gritty, "realistic"* look into the world of international intrigue, I highly recommend Sandbaggers, a British series that aired in the late 70s and very early 80s that follows the travails and intrigues of the administrators that run MI6--not just the field agents.  On the lighthearted side there's Chuck and  Archer.

*I have no clue if the events depicted in this show is any more realistic than, say, "Moonraker," but it sure feels more real.

Anyway, I've developed a few archetypes of assassinry that are helping me develop how I run the class in my game.

Zealot -- Zealots are driven to kill by their passionate belief in a cause and/or deep-seeded hatred of an enemy. They are usually considered terrorists by those who don't share their beliefs, but are thought of as freedom fighters and, often, martyrs by their allies.  As their targets are always political, fanatics usually prefer to do their work with plenty of witnesses and are often not concerned with getting caught or killed in action.  The original assassins were of this fold as were the various underground movements of WWII, the old IRA, Al Qaeda, etc.

Goon --  They do their dirty work to take out rivals, settle debts, silence witnesses, or defend the honor of the "family."   Goons usually rely on the audacity of their actions and the malign reputation of their organizations for protection from the law.  Although quite effective at what they do, assassination is usually only a sideline to their actual work which might include racketeering, drug trafficking, smuggling, prostitution, usury, gambling, etc.  Think The Sopranos,  The Wire, every gangster movie ever made.

Civil Servant -- Funded and trained by the Government of whatever nation they serve, they take out politically significant targets as a service to their country--knowing full well that they will be renounced by said country if they are caught.  James Bond is the most obvious example but other worthy references include Sandbaggers, Red, and even Chuck.

Contract Killer -- Highly skilled and unaffiliated, they take professionalism very seriously; each job is a paycheck and nothing more.  They usually have an equally professional network of suppliers and associates that provide materiel and discretion, and some might have an agent who filters clients and collects payments.  They are often "retired" Civil Servants, see above.  Sources include Day of the Jackal, The American, Le Samourai, Matador, etc.

Ninja -- Ninjas are probably the closest in organization to the AD&D assassins guilds.  They're a sort of hybrid of the contract killer--in that they work solely for financial gain--and the civil servant--inasmuch as they work for a company whose primary mission is political espionage and assassination.   Historically, it was considered ignoble for the Shoguns who ruled Japan to engage in espionage and assassination so they farmed this work out to private organizations that worked in absolute secrecy; they were the ninjas.  They eventually went out of business when the government of Japan decided it might be better off handling its intelligence in house.  Blackwater, ISIS, KAOS, and other organizations follow a similar mercenary model. [Editor's Note: When this post was written in 2011, ISIS stood for International Secret Intelligence Service, the name of the independent espionage agency Archer works for in his eponymous series. The similarly named radical Islamic State militarists didn't abscond with the acronym until they branched into Syria in 2013.]

Monday, November 14, 2011

Seriously Cold Text Files

If you're still out there, let us know that you're ok, man.
Scottsz's old blog as well as his new tumblr site have disappeared from the interwebz.  Anyone know the story?  Was he just a figment of my imagination?  If you loved obsessing over old school TSR modules as much as I do, then you woulda' really dug his stuff. 

Monday, October 31, 2011

Character Generation


I really, really, really dig reading other folks' character generation ideas--though I despise the term "chargen" with such intensity that my keyboard melted when I typed it.  In the spirit of sharing, I thought I'd put my own latest rules--they seem to change all the time so don't expect me to hold to these for very long--out here for those who fetishize this crap like I do. Without further ado, here are my Character Generation Rules for the hybrid AD&D/C&C/S&W/Hackmaster game I occasionally run:
  1. Choose your character's race, gender, and class and give him or her a name.  Yes, you're committed to this before you even touch the dice.
  2. Roll 3d6 in order for Str, Int, Wis, Dex, Con, Cha, and Gold.
  3. So your thief has a 4 Dex? Your dwarf has a 5 Con?  You are not entirely without recourse:if your character is human, you can swap your Gold result for any one of your other 6 abilities (attributes). Non-human character races may swap there Favored/Off Abilities if the favored ability is lower than the off ability.  See below for more on this.
  4. Multiply Gold by 10, this is your starting money in gold pieces.
  5. Roll 1d6 for hit points.  Yep, everyone starts with 1d6 hit points.   Fighters (and their various subclasses) and dwarves (regardless of class) add 1, for a max of 7 HP before Con bonus.  This is an obvious holdover from our S&W beginnings, though bringing it to our AD&D campaign was never actually discussed; we just rolled up our characters with six-siders and never thought anything of it.  Also:  everyone has a min. of 3 HP at 1st level except magic users and elves (regardless of class) who have a min of only 2 HP.  Also, also: After 1st level, hit dice revert to the AD&D model, d10 for fighters, d4 for MUs, etc. 
  6. Go shopping using the AD&D PHB Equipment list, though I'll accept items from Hackmaster or C&C if they don't appear on the AD&D list. Paladins must purchase a sword and armor equal to scale mail or better.  Cavaliers must meet this requirement and  acquire a warhorse, lance, and shield.  As a result, cavaliers will always start out in debt to some patron.  As we haven't had any cavaliers yet, I haven't worked out how this would pan out.  Thieves are not required to purchase a set of "picks and tools."  I mean c'mon, 30 geepees for a set of effin' bobby pins?!  What the hell are they made out of? 

Some other pertinent modifications:

Wisdom
Wisdom = keenness of senses.  It has no bearing on one's ability to commune with a deity, nor does it measure your willpower, guile, intuition, or judgment.  It measures how oblivious you are to your surroundings and that is that. What, you ask, does keenness of senses have to do with the actual meaning of the word "wisdom"?  I don't give a crap anymore.  For my purposes, dwarves and orcs aren't particularly keen; elves are. While every class has reason to want be keen-sensed--less likely to be surprised, better at finding secret doors and the like--thieves and rangers in particular pride themselves on being keen.  Clerics do not benefit any more from a high wisdom than anyone else.*   Man, that's a load off my back.  Shoulda' done that years ago.

*Actually, there are no clerics in our current party. And we don't miss them at all.

Favored/Off Abilities
In the spirit of perpetuating stereotypes, I  am continuing the tradition of non-human ability preferences established long, long ago.   But rather than a straight up +/-1 to certain preferred/lamented ability rolls as is generally the case in D&D-type games, prime/off abilities provide restrictions as to how demi-humans can use the gold swap feature swap abilities.  Basically: prime abilities can never, ever be lowered in a swap with your gold roll, while off abilities, conversely, cannot be raised.

So Melfrond the elf rolls an 8 for Str, a 15 for Con, and a 9 for Gold.  Elves cannot raise their str or con with a gold swap, so he's stuck with the 8 str, but since his Con roll is higher than his gold, he could swap out the 15 Con, netting himself 60 extra gps to go shopping with.  Now he has enough to get a long bow and some chainmail.


Optional rule that I just thought of but which seems much more direct: If a non-human character's favored ability is lower than his or her off-ability, then the two can be swapped.  In the case of elves and orcs--who have 2 favored abilities--if both favored abilities are lower than one of the off abilities then the character dies of alopecia in 1d20 hours.  Any characters who have spoken to the afflicted before he dies must make a saving throw or likewise meet a hairless end. EDIT 11/2/11: After some playtesting, the focus group showed a strong preference for this rule.  Only humans can swap their gold with another ability if they so choose.  When we made up our last batch of characters not only did we not have any non-human characters, but we also found that folks were more likely to trade a low gold roll for a higher ability score than a low ability roll for high gold except in cases where the gold role was very high--say 15 or higher. Also, the alopecia thing was just a joke.  It's not really contagious.

Exp Bonus
We've done away with prime abilities; having a high strength is inherently advantageous to fighters, but it does not mean they are better at improving their fighter skills.  Same goes for everyone else.  Instead, Intelligence--in its aptitude aspect--affects experience bonus for all classes.  Int bonus x 5 = % exp bonus/penalty.  So a low Int character of any class is going to progress slower than his smarter brethren. 

Half- Races

This might not sound very sensitive but I'm gonna' say it: Just say no to mongrels!  In my world, elves are not particularly fertile--the elfmaid estrous cycle is decades long and it's unlikely in the extreme that a human female would ever succumb to the effete charms of an elfgroom--and human-elf pairings are exceedingly rare; as such half-elves are so rare that they can be dealt with on a case by case basis.  And half orcs are straight-up, full-on orcs. 


Also:

Apparently it's Halloween today which means... discount pumpkins!!!



Monday, September 19, 2011

Abjure This: Spell categories revisited

So the new guy in my group--who's also new to D&D (we're playing a mishmash of AD&D, Castles & Crusades and a bunch of house rules mostly poached from folks like you)--has been asking a lot of questions and poking a bit of fun at many of the oddities of the game that have, over the years, become invisible to me.  One topic he's getting mileage out of is all those parenthetical spell categories that are listed next to spell names in the Players Handbook, 1978 ed. (PHB).

Having long ignored these spell categories, the pejoratives of my new player have actually inspired me to go through the entire spell list for each class--clerics, druids, magic-users and illusionists--and count each occurrence of the 10 or so spell types (cue soundtrack).   Bear in mind that no explanation of the significance of these terms was given in the text of the PHB that I've found and, clearly, none is needed to play the game.  But, for my own sanity, I had to create some sense out of this stuff, and what follows is a summary of my analysis.  Any definitions or suggested re-categorizations provided are based on my own halfhearted research and should not be assumed to be sanctioned by any person or body affiliated with AD&D in any official capacity. 
  1. Alteration: These spells cause a  change in something that already exists.  Probably every spell could fall under the domain of "alteration" if you think too much about it.  But there are couple of obvious types of alteration such as Polymorph spells and Transmute Rock to Mud, which alter a person or object's physical form.  Then there are those Alterations that alter one's capacity to perform some action--Haste, Infravision, Fly, etc.  But after that, alteration devolves into the kitchen sink category including spells that involve moving things--like Levitate and Teleport--altering by relocation?--and such oddballs as Rope Trick, Magic Mouth and many, many, many more.  As if this scene weren't crowded enough, a bunch of spells that seem quite clearly to be evocations or conjurations are also lumped into the alteration group: Dancing Lights--which creates a fire or something that looks like one, making it either a phantasm or an evocation--and Create Food and Water--it's not called Alter Food and Water, right?--are prime examples.  As one might guess by the inclusiveness of this domain, this is by far the largest, representing 34% of all spells.
  2.  Conjuration/Summoning: These spells bring forth a being, object or force of some sort to do the bidding of the spell caster.  I would take it a step further and differeatiate between Conjurations and Summonings.  In my interpretation, a Summoning brings forth a being that already exists somewhere else, has its own life, and may have its own ideas about what's going to happen next.  Indeed, these ideas may be exactly why the being is summoned.  Conjurations, on the other hand, are created beings or forces that don't exist elsewhere until they are conjured.  Though they are capable of performing certain basic actions, they tend not to have much in the way of free will, instead requiring  direction from the spellcaster in order to take action, they're automatons.  Unseen Servant is a great example.  Conjurations might also be programmable objects which then require some third party input in order to take effect; the various Glyphs and Magic Mouth could be categorized as conjurations of this sort.  Spells which I believe are mislabeled as conjurations include Flame Arrow--neither flame nor arrows are actually conjured, rather, arrows touched by the spellcaster actually burst into flames--and Bless which gives your friends a to-hit bonus.
  3. Evocation: Like conjurations, these spells call stuff into being.  They differ from conjurations in that whatever is called forth generally gets told where to do its job and then does it without any further instruction.  These are either of the point-and-shoot instantaneous effect spells, or things that, once evoked, are relatively inert, such as the various Wall of- spells. The vast bulk of evocations are magic user spells and many of the classics fall into this category: fireball, lightning bolt, magic missile, web...  Druids and Clerics have only 4 and 3 evocation spells  respectively while Illusionists have no evocation spells at all, though we'll dwell on this matter more a bit later.  
  4. Invocation: There is only one spell--Spiritual Hammer--in this category.  It might have been an editorial oversight--the author may have decided to change the term to evocation since their meaning is nearly identical.  But there is a small difference in that, according to Webster,  an invocation often involves Holy assistance and, in support of that notion, the spell write-up for Spiritual Hammer specifically states that "by calling on his or her deity" the cleric creates a hammer-shaped head-bashing force.  If you go with this, it could be argued that all clerical evocations could be classified as  invocations.  Likewise druidic evocations also invoke the assistance of whatever nature spirits those tree-huggers worship.  Most/all of these evocations could even be recast as invocations with little harm done, which would then leave evocations as the purview of MUs.
  5. Illusion/Phantasm: You make stuff that isn't really there seem like it is.  Basically, you're conjuring sensory experiences.  The bread and butter of the illusionist class, 48% of spells available to illusionists are illusion/phantasms.  Significantly, Illusionists have no evocation spells.  I'm guessing this was by design to differentiate them from Magic users.  I think, given the many spells that  seem much closer, mechanically speaking, to evocations but have been labeled alterations, that the effort was a bit disingenuous. Such spells as Light and Darkness, I think, would be much more comfortable in the evocation camp than crammed into that boisterous beer garden over at alterations. Most incriminatingly, Wall of Fog, a first level illusionist spell, is classified as an alteration even though all the other Wall of- spells which are castable by non-illusionists fall under the evocation banner.  We need to accept that some of the spells available to Illusionists are evocations and get on with life.
  6. Abjuration: The word is defined as a renunciation or recanting, and spells of this sort are generally those that provide protection from something or that exorcise or purge things.  Dispel Magic and Protection from evil/good/insipid, etc. are abjurations as are some cure spells: Cure Blindness and Cure Disease, for instance: "Disease, I renounce thee!"  I would be inclined to include spells which provide resistance to certain things as partial abjurations though they're generally considered alterations in the PHB.  
  7. Divination: These spells are all about divining knowledge which one's senses are otherwise not privy to.  All detection, location,  and augury spells fall in this category.
  8. Enchantment/Charm: These are spells that screw with people's heads.  Charm Person, Command, and Hold Person, but also Sleep, Feeblemind, and, inexplicably, Pass without Trace are of this sort. 
  9. Necromantic: Usually associated with speaking with or raising the dead and other ghoulish black magix, this category is broadened to include spells which cause any revivification or restoration of bodily health, such as cure light wounds and heal, but also spells such as slow poison and feign death.  I've got no beef with lumping these spell into the same category, though it seems a little creepy to have your beneficial cure spells hanging in the baleful realm  of necromancy.
  10. Possession: Again we have a one-spell category; Magic Jar is the sole occupant. It is an exceptional spell, you're not just taking control of someone else's being--which would perhaps fall under enchantement--but your also stashing your own soul in a jar somewhere, an act which seems vaguely necromantic.  I see no need for one-spell categories, so I'd prefer to put it in one or the other and move on. 

    So these are the 10 existing spell categories as classified in the PHB.  As you've probably guessed, I'm not entirely satisfied with it.  In particular, Alterations are needlessly bloated covering a wide variety of spells that are not at all related, including many spells which are clearly evocations but that have been classified as Alterations solely to satisfy the unstated rule that Illusionists cannot cast Evocations.  I propose 2 Alteration subcategories:
    • Transmogrification: For a very long time I thought Calvin and/or Hobbes made up this word, and it's the perfect word to describe the Polymorph and Transmute type spells that alter the physical state or properties of an object or being.  
    • Augmentation/Diminution: When I first started out on this line of inquiry, I was absolutely certain that this already was one of the spell category names.  I was shocked to find out otherwise; it should have been. Was it in Unearthed Arcana maybe?  Anyway, augmentations are performance enhancing/diminishing spells, either improving ones capacity or granting one an ability to perform an action that is normally outside their realm.    Haste, Fly, Write, and others would fall in this category.  As the dual-name implies, they can diminish performance as well, such as in the case of Slow and its ilk.
    We also need a couple of new categories to cover those spells that involve moving people around instantaneously, screwing with time, and those that allow the spellcaster to exert control over some object or non-sentient force; enchantments for the inanimate, if you will.  So here, I propose two new classifications:
    • Peregrinations:  Please, please, please find me a better name!  These are spells that allow the spellcaster to transport him/herself and/or others instantaneously from one place to another via means of some kind of discontinuity in the space-time continuum.  It also includes spells which allow the caster to move through things which normally preclude such ambulation; those weird plant-traveling druid spells.  In the PHB, spells of this nature are, of course, generally considered Alterations.
    • Agitations:  Again, not a great name, I am accepting nominations for another.  This spell group encompasses spells that garner control over forces or inanimate objects.  Heat Metal, Trip, and Dig are all examples.  I might be open to moving this whole group to Enchantments since they do seem, essentially, to be enchantments that influence inanimate objects and non-sentient forces.  Some of these already do fall in the enchantment category in the PHB.
    Which concludes  this exercise in spell nomenclature and categorization.  In summary, I've ditched 2 one-spell categories, divided Alterations into two sub-categories, determined that Conjurations are mechanically more similar to Evocations than they are to Summonings, uncovered some Evocation obfuscation regarding Illusionist spells, and added 2 brand new categories.  That's enough tinkering for one day, eh?

    Now I know you're thinking, "Wow, this entirely objective, practical, non-tedious post is going to radically alter not only the way I play, but also the way I live life for the rest of eternity!  Thanks Dice-chucker."  So let me just say, you're welcome.