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Maze Controller’s Guide

Monday, March 28th, 2011
This entry is part 30 of 34 in the series Mazes and Monsters

The Maze Controller’s Guide section of the Mazes and Monsters manual contains a lot of advice, some of it sound, some of it very bad. Perhaps the worst piece of advice is

If a player is becoming uncomfortable, terrified, confused, or frenzied, DON’T BACK OFF! Keep on challenging the player by upping the stakes in the fantasy. Don’t let a player leave the fantasy until they solve their issue! If players can’t handle it, they will freak out, flake out, or drop out. These are acceptable losses! You can’t make an omelet without driving some people mad.

But hey, it doesn’t go much further than Dogs in the Vineyard.

Here’s a section of the manual about designing Mazes:


(click for a larger version)

the cave girl: earthquake fight!

Friday, March 25th, 2011

The Cave Girl by Edgar Rice Burroughs

The Cave Girl by Edgar Rice Burroughs

In Edgar Rice Burroughs’ The Cave Girl, lovely cave girl Nadara is saved from the clutches of hideous cave man Thurg by a well-timed earthquake.

An earthquake during a fight sounds like a fun complication to me, but we can’t be relying on all sorts of coincidences. Our D&D must be rigorously realistic!

The obvious way to stage an earthquake fight – the way these things usually go down – is to have the PCs trying to stop a ritual.

In order to provide full scope for earthquake fun, the fight should be in a setting with lots of earthquake-destroyable scenery. Perhaps a Greek-style temple with lots of pillars. Let’s put a river through the temple too: water or lava, depending in the god!

After a turn or two, if the PCs haven’t killed the ritualist, the ground shakes – a fortitude attack that knocks people prone. A few turns later, the same thing happens, with a stronger fortitude attack and maybe some damage. If the PCs haven’t stopped the ritual by the third check, the whole battlefield changes.

When the major earthquake happens, suspend the battle and, ignoring the battlemat, run a skill challenge where people try to avoid being swallowed by rents in the earth, run to high ground, etc. When the skill challenge is done, whip out a new map – a post-earthquake map, complete with chasms, fallen pillars, a water- (or lava-) fall, and a few pieces of unbroken ground. Depending on how everyone did, they’re at various places on the battlefield: hanging from exposed roots in a chasm, trapped under a pillar, or standing on one of the untouched areas of ground.

Mazes and Monsters manual: I wrote 40 spells

Monday, March 21st, 2011
This entry is part 29 of 34 in the series Mazes and Monsters

…and tricks and powers. Here are 14 of them.

I changed the way the Mazes and Monsters magic system works. Spells, Tricks, and Powers are now much more differentiated from each other. The changes were based on my RIGOROUS RESPECT FOR TEXTUAL EVIDENCE, not whimsy.

Spells: Rory, who read the novel, told me that in one scene, spells were referred to as one-shot items, like scrolls. Now spells are fire-once items, available to any class, as opposed to tricks and powers, which are learned permanently, and class-specific.

Powers: I originally had powers be unique to Holy Men, but I’d forgotten that Jay Jay says his Frenetic has “tricks and powers to take him far and keep him safe.” Now, Frenetics and Holy Men both have access to powers: healing powers are still unique to Holy Men, and I’ve added some tricky powers, like Sonar, for Frenetics. Some powers can be used by both classes.

Tricks: To make Tricks unique, I made them work a little bit like Blue Magic from Final Fantasy: Frenetics learn them by harvesting items from defeated enemies. This adds a form of treasure that the Maze Controller doesn’t have to worry about placing. It also adds another income source: every time you kill a Dragon, you can harvest its magic tooth and sell it in town.

Here’s Page 37, which contains half of the Tricks (along with the monsters they’re stolen from).

Click for larger PDF version of this page

Here’s page 39, which contains half of the Powers.

Click for larger PDF version of this page

the cave girl: turn that battlemat sideways

Friday, March 18th, 2011

The Cave Girl by Edgar Rice Burroughs

The Cave Girl by Edgar Rice Burroughs

The Cave Girl is an Edgar Rice Burroughs adventure that puts an effete New England blueblood on an island of cavemen. Hilarity ensues, as do over-the-top action set-pieces.

At one point, Waldo Emerson Smith-Jones is chased by cavemen up the side of a cliff. The way to turn this into a D&D encounter is to have your battlemat represent a vertical plane.

The battle starts with the PCs pursued by an overwhelming number of tough minions (they do 2x normal minion damage).

Everyone starts at one end of the battlemat (ground level). The PCs are trying to get to the other end of the battlemat (the top of the cliff).

Traversing most squares involves Climb checks. Drawn on the battlemat, however, are a maze of platforms connected by horizontal, diagonal, and vertical ladders. Movement along platforms and ladders follows normal walking rules.

On every platform is a stack of rocks. The rocks attack everyone in a vertical line when dropped; this is useful because the pursuing minions often line up vertically, especially when climbing ladders. PCs can also push ladders over, sending climbers to their deaths.

At the back of each ledge is a cave. The PCs don’t know whats in each cave, but the cavemen do. Some caves connect together; one has extra treasure; and one has an escape route from the encounter.

mazes and monsters page 33: winning

Monday, March 14th, 2011
This entry is part 28 of 34 in the series Mazes and Monsters

I’m working on Chapters 6, “Experience and Leveling”, and 7, “Spells, Tricks, and Powers”. Here’s a page from Chapter 6.

Mazes and Monsters Manual page 33

Mazes and Monsters Manual page 33

the Babysitter’s Club D&D pantheon

Friday, March 11th, 2011

Stacey and the CheerleadersLast week, I met a challenge to my Every Book’s a Sourcebook project: find D&D inspiration from the text of a Babysitters Club book. I read BSC #70, Stacey and the Cheerleaders, and used it to generate a great idea for a village heist adventure.

To prove how easy it is, here is a BONUS idea from Stacey and the Cheerleaders:

They stood there like statues, the goddesses of Gloom and Doom.

I think this quote describes some kids Stacey is babysitting; but what awesome statues it describes! Truly Anne M. Martin is a master fantasy world-builder.

The goddesses Gloom and Doom are the twin daughters of Lord Poison, the Dark Hand of Death. Their monumental white statues, mottled with red moss, stand at the entrance of Blood Pass. Travellers who enter Blood Pass offer fearful prayers to the goddesses. Nevertheless, sometimes a statue’s eyes flash, and a curse falls upon a traveller.

Whenever anyone enters Blood Pass, roll 2d20, one for each sister.

On a 1 on the first die, the traveller falls under the Curse of Gloom. From now on, every hour, the traveller must make a saving throw. If the traveller fails, he or she sinks into an hour-long Gloom, during which he or she will make no unassisted actions except to sit or lie down. If forced to walk, the Gloomy traveller is Slowed. A Gloomy traveller will resist being put on horseback, and will dismount at the earliest oppportunity. If attacked, a Gloomy traveller will do nothing but take the total defense action. The curse lifts after 24 hours have passed.

On a 1 on the second die, the traveller falls under the Curse of Doom. From now on, the traveller will lose one healing surge (or 1/4 of total HP) an hour. The only way to lift the curse is to arrive at the other end of Blood Pass, which takes ten hours of hard travel.

Worst-case scenario is that someone in the party receives a Gloom, slowing travel, and someone receives a Doom, providing serious consequences for delay. But, hey, that’s what you get for taking a cursed shortcut through the mountains.

Mazes and Monsters Manual chapters 1-5

Monday, March 7th, 2011
This entry is part 27 of 34 in the series Mazes and Monsters

Rules for helping Tom Hanks escaping the Mazed condition in chapter 5.

I’ve added chapters 4, “Quests,” and chapter 5, “Combat”, to the PDF of the Mazes and Monsters Manual.

Look for 13 more pages of rules, 19 illustrations from the movie, and 1 screencap from Burton’s Hamlet.

Quests

The Quests chapter includes helpful rules like:

When you start a new hero, you will be much less powerful than your friends. Remind your comrades that it is their duty to babysit you for a few levels, until you are slightly less useless than you were. On the plus side, your uselessness may result in all the heroes being killed in the maze, in which case everyone will get to start over at level 1!

Combat

Sample from the Combat chapter:

Candles should be set up on and around the Game Board: their hypnotic flickering will help the players reach the psychologically vulnerable state in which Mazes and Monsters is the most fun!

Changes to chapters 1-3

After playtesting, I also made some rules changes to chapter 1-3: the surprisingly common situations where you roll a 11 (fumble) followed by a 12 (crit), or vice versa, is now called a “save,” and allows you to take a free turn if you do something other than what you were planning.

I also made fumbles less common, since they are sort of a drag, and ended up using something very like the D&D 3.5 rules for confirming critical hits. I didn’t plan it; it just sort of happened that way.

Download Mazes and Monsters chapters 1-5

the Babysitter’s Club D&D module

Friday, March 4th, 2011

Stacey and the CheerleadersAfter my first Every Book’s a Sourcebook post, where I extrapolated a D&D adventure from the cover of a Babysitter’s Club book, my wife issued me a challenge: find D&D inspiration from the actual text of a Babysitters Club book.

I chose BSC #70, Stacey and the Cheerleaders, figuring that, if all else failed, I could just stat out some cheerleaders as ninth level monsters.

Luckily, it didn’t come to that. Stacey goes to a movie which could easily be turned into an adventure:

I hadn’t seen Mall Warriors 1, and I was concerned I might have missed something. Well, I needn’t have worried. A three year old could have followed the plot. It was about a group of teens who booby-trap a mall to catch a pair of world famous mall thieves.

Well, there are no malls in D&D, but we can easily move this to a village setting.

The village council receives a warning: “We will be stealing your precious village idol TONIGHT. There is nothing you can do to stop us. Signed, Kellik and Agia, the King and Queen of Thieves.”

Panicked, the village council hires the PCs to guard the idol. The DM warns the PCs that the two thieves are too strong to challenge in a straight fight – except, perhaps, alone and weakened.

The PCs have a few hours to complete their preparations, which may include hiding the idol, setting traps, and stationing a handful of useless village guard minions.

In this adventure, the DM should provide a lot of specific details the PCs can play off of: where are the equipment sheds, and what’s in them? What’s flammable? Where are the animals, especially the ones that make noise when strangers are about? Who’s aware of the PCs’ preparations – and how can the thieves get that information out of them?

The DM will have to secretly play the thieves, keeping track of what they are doing, keeping in mind their extremely high rogue skills and their limited knowledge of the PCs’ actions.

To keep this going for a full session, you probably have to allow the thieves to be slowed or caught by some of the PCs’ clever ideas; but the thieves have a lot of one-shot escape techniques they can deploy. In a reversal of normal D&D mechanics, the game is about NPC resource management.

To give the PCs some satisfaction as they wear down the thieves, it would be best if the PCs could watch the thieves’ resources being depleted. Maybe it’s common knowledge that, say, Kellik’s smoke-bomb gun holds three charges, and that every time Agia teleports, it consumes a portion of her health.

Leave it to Psmith: the D&D module

Friday, February 25th, 2011

Leave it to PsmithThe mannered country-house farces of PG Wodehouse don’t lend themselves very well to adaptation as D&D adventures because they rely on intricate, delicate plot, which is hard for a DM to sustain, and a very specific dialogue style, which is hard to pull off on the fly (and if you think you’re managing it, you just might be making yourself annoying).

The beautiful spun-sugar plot constructions might not be usable, but the general premise of a Wodehouse novel is very thematic to D&D: “Idiot or idiots get into hilarious mishaps through a series of misunderstandings, overcomplicated plans, and bad judgement calls.” This is a perfect description of PC activity whenever combat is not involved.

Leave it to Psmith relies on one plot device that is usable in a D&D game: mistaken identity. Psmith and two other characters all claim to be a poet named McTodd; one of the other two claimants is actually McTodd, and one is an American gangster.

Try offering this as a puzzle for the PCs. They’re instructed to, say, give a powerful item to a certain NPC named McTodd. They find two McTodds, each claiming that the other is the imposter.

The two NPCs both have fairly good knowledge of their role, and differentiate themselves mainly by their attitudes. McTodd 1 is sputtering and angry: “How dare this imposter speak to me in my own house!” McTodd 2 seems amused by the situation and speaks flippantly: “You say I am not McTodd? Well, perhaps I am not. I’ve been wrong before.”

Various knowledge checks provide conflicting results: McTodd 1 explains a sudden disinclination for cake as the effects of a recent illness; McTodd 2 seems to have forgotten some obscure detail of his own history.

The gimmick here is that the DM does not know which McTodd is the real one either. The DM is keeping track of two separate possibilities, but until the PCs concoct a plan that will absolutely solve the mystery, it is a case of Schrodinger’s McTodd. If another NPC corroborates one McTodd’s identity, that NPC exists in an indeterminate state as a honest man/villanous accomplice.

When the DM must finally pick a real McTodd, the choice is made by a die roll or coin flip.

Many players are very good at picking up on unconscious hints from the DM. Mysteries can be solved, not by the clues, but by the DM’s tone. If the DM doesn’t know the solution to the mystery, though, any such clues will be misleading.

Mazes and Monsters Manual, chapters 1 to 3

Tuesday, February 22nd, 2011
This entry is part 26 of 34 in the series Mazes and Monsters

Download my lavishly-illustrated playtest PDF of chapters 1 to 3 of the Mazes and Monsters manual, containing

CHAPTER 1: HOW TO PLAY THE GAME
CHAPTER 2: HOW TO MAKE A HERO
CHAPTER 3: SHOPPING IN TOWN

This should be everything you need to get your characters ready for play.

It’s coming out pretty well, I think. Give it a look and see what you think. Let me know any errors, confusing parts, or things that look otherwise weird.

Download

(Note: Chapters 1-5 are now available!)