Archive for the ‘news’ Category

kickstarter posters shipping this week! In the meantime, run a barony!

Monday, May 7th, 2012

GameSalute has been busy. They’re doing shipping and fulfillment for my project as well as the Dwimmermount, Sunrise City and Empires of the Void kickstarters, as well as some others. Still, Dan at GameSalute says he’ll begin shipping the posters this week. Thank you all for your patience!

Around the time that posters are shipped, everyone will get a URL where you can download PDFs of the posters and, eventually, the other rewards as they become available. Most of the other PDFs (all-star adventure book, board game, etc) aren’t ready yet, but one reward that WILL be ready for $22+ backers (and $15 backers) is a PDF version of Paul’s DM Notebook!

I’ve been working on the DM notebook for a lot of hours over the past month, and it’s just about done: I just need to do one or two more illustrations. It weighs in at 64 pages. This will be a beta version of the book. I’d love it if you guys each tested something from the notebook in your next game and sent me some feedback. Next month or so, I’ll update the notebook and make the final version available as a PDF and on lulu.

In the meantime, here’s a big chunk of Chapter 7, which includes prices for big-ticket items like castles and armies, and gives rules for running a barony of your own.

(Download chapter)

Also, here’s a picture I drew yesterday, for the Epic Adventures section of the book.

in search of the unknown

Friday, May 4th, 2012
This entry is part 9 of 12 in the series D&D with Mike Mornard

I’ve heard a lot of references to the 1981 module “In Search of the Unknown:” it came with the first edition of Basic D&D, and a lot of people have fond memories of it. I’ve never read it. When I got a heavy box of D&D books in the mail, it was the first module I grabbed.

I’ve been on a search of my own lately, exploring the D&D I missed before I entered the hobby. As a kid, I played in bizarre junior high versions of Red Box Basic and AD&D, and as an adult I’ve mostly played third and fourth edition. It’s been fun playing OD&D: I’m slowly getting a handle on a different style of D&D than one I’ve ever played.

I was delighted to find Mike Carr’s lengthy “how to play D&D” essay at the beginning of the module. It’s pretty similar to advice in the OD&D and Dungeon Master’s Guide books, but since I’ve never read it before, it’s fresh. I have two other fresh experiences with which to compare the advice: my OD&D games with Mike Mornard and my extremely close study of Gary Gygax’s Random Dungeon Generation tables from the Dungeon Master’s Guide. There are a lot of parallels to draw here.

mapping

Here’s what Mike Carr says about the dungeon in In Search of the Unknown:

The dungeon is designed to be instructive for new players. Most of it should be relatively easy to map, although there are difficult sections – especially on the lower level where irregular rock caverns and passageways will provide a real challenge.

I didn’t realize until Mike Mornard spelled it out for us that mapping was intended to be one of the big challenges of D&D. The labyrinth is as dangerous as the minotaur. In Search of the Unknown is explicitly teaching mapping skills. The assumption is that more advanced modules will be bigger mapping challenges.

It is quite possible that adventurers (especially if wounded or reduced in number) may want to pull out of the stronghold and prepare for a return visit when refreshed or reinforced. If this is done, they must work their way to an exit.

When we play in Mike Mornard’s D&D game, he makes us use our maps. We can’t say “We leave the dungeon.” Every time, we have to specify our twists and turns back to the entrance. This still feels foreign to me. I think I’ve quoted Baf of The Stack before: a game is about what you spend your time doing. OD&D is a game about mapping. Exploration takes more game time than combat. Coming from 3e and 4e, I feel like I’ve been playing a different game.

I love the 1e Player’s Handbook illustration of the troll re-winding the twine trailed by the fighter. (I referenced it in my poster.) Mornard related this story: Once in Dave Arneson’s Blackmoor game, some guys decided to leave string behind them instead of mapping. Eventually, the rope jerked out of their hands and started unrolling, and then they heard a slurping, like someone eating spaghetti. Mapping is a necessary skill: don’t try cheat your way out of it.

caution

One player in the group should be designated as the leader, or “caller” for the party… once the caller (or any player) speaks and indicates an action is being taken, it is begun – even if the player quickly changes his or her mind (especially if the player realizes he or she has made a mistake or error in judgment).

Before playing in Mike Mornard’s game, my eye would have skipped over this classic bit of old-school advice as irrelevant to me. Now I’ve seen it in action:

DM: There are passages north and west.
US: We go south.
DM: Bump… bump… you bump into the wall.

More ridiculously, I recently had my thief start down the magic staircase into the chamber of Necross the Mad, even though I knew that the stairway hadn’t been summoned yet. A merciful DM would have reminded me of that fact – what adventurer would step off a ledge? – but Mike Mornard took me at my word, and I fell. Mike only gave me one point of damage, where perhaps Gary Gygax or Dave Arneson would have assigned more.

Mike says that his game is pretty close to the Gary and Dave game in rules and in content, but where their influences ran more to swords and sorcery, Mike brings more Warner Brothers to the table. There is a lot of laughing in Mike’s game, where Gary and Dave’s were grimmer. But in all three games – and in Mike Carr’s game as well – you need to listen to the DM, and visualize what you hear – and think. As Mike Carr’s introduction says elsewhere, “Careless adventurers will pay the penalty for a lack of caution – only one of the many lessons to be learned within the dungeon!”

time

Every third turn of adventuring, the DM should take a die roll for the possible appearance of wandering monsters at the indicated chances (which are normally 1 in 6)… Some occurrences (such as noise and commotion caused by adventurers) may necessitate additional checks… Wasted time is also a factor which should be noted, as players may waste time arguing or needlessly discussing unimportant matters or by simply blundering around aimlessly. … You set the tempo of the game and are responsible for keeping it moving. If players are unusually slow… allow additional chances for wandering monsters to appear.

This passage will feel very familiar to the players in Mike Mornard’s game. We’ve all grown to fear the d6, which comes rolling out at us whenever we’re “needlessly discussing unimportant matters or simply blundering around aimlessly” – which is often. Wandering monsters disappeared from 4e (and from many 3e games) because they slowed down the game pointlessly. What Mike Carr is suggesting here, and what we’ve learned from Mike Mornard, is that wandering monster checks are actually a way to preserve pacing. Once you’re in the dungeon, you can’t afford to get bogged down in bickering over minutiae. How I wish that work meetings came with wandering monster checks.

mysterious containers

The dungeon includes a good assortment of typical features which players can learn to expect, including… mysterious containers with a variety of contents for examination.

The typical D&D treasure announcement isn’t “You find 1000 GP in a chest:” it’s “You find an old wooden chest. What do you do?” Containers are important. The Appendix A random generator has three separate tables for rolling up characteristics of treasure containers. Here are a couple of the ones I’ve encountered in OD&D:

Contact poison on trap: One of the cardinal OD&D rules is “check the chest for traps.” As the party thief, I make sure to incant this formula. I think that the Greyhawk supplement has rules for finding traps, and I imagine that my odds of success are quite low, but in the last game, Mike told me, without requiring a roll, that the lock was covered with a brownish paste. Good enough warning for me to wear gloves. This transforms a 50/50 chance at arbitrary death into a game element that rewards a methodical, cautious play-style: quite in keeping with the mysterious OD&D “player skill.”

We considered taking the chest with us so we could brush it against opponents, but Mike’s beatific expression – that of a DM who’s thought of flaws in PCs’ plans – warned us to leave it where it was.

Invisible chests: Invisible chests are are oddly common in dungeons made with the Appendix A random generator – and hard to illustrate. They always seemed to me oddly pointless. Why include a treasure you can’t possibly find?

In our case, we passed the invisible chest on the way into a room, but tripped over it on the way out. I can imagine it working like OD&D’s 3 in 6 chance to fall in a pit: there are rewards, as well as dangers, you might never know you passed.

Our invisible chest contained 1000 or so gold, but we were all struck by the advantages of owning our own invisible chest. My character in particular, who frequently leaves his bandit hirelings unsupervised at home, has every need of a way to hide his treasure.

There’s probably a lot more of interest in In Search of the Unknown, but I’ll leave the rest unread – just in case I can get someone to run it for me. After all (says Mike Carr,) “this element of the unknown and the resultant exploration in search of the unknown treasures (with hostile monsters and unexpected dangers to outwit and overcome) is precisely what a DUNGEONS & DRAGONS adventure is all about.”

literary source of the brooch of shielding?

Friday, April 27th, 2012

The Brooch of Shielding (which absorbs 101 HP of Magic Missile attacks) was useful in early D&D editions, when evil wizards filled so many slots in the wandering monster tables and when there were so few low-level attack spells. By third edition, with the proliferation of monsters and spells, it was significantly less so. I bet that during the run of third edition, nobody’s Brooch of Shielding ever took 101 points of Magic Missile damage.

It’s not necessary to posit a specific literary model for the Brooch of Shielding: it’s not too hard to come up with an item that protects against missile attacks. Still, here’s a plausible literary source: a passage from Gardner F. Fox’s 1964 Warrior of Llarn, written by an author Gary Gygax admired (and who is part of the Appendix N pantheon) at a time when Gygax was reading practically all the sci-fi and fantasy that came out.

The Llarnians carry ornaments on them – the medallion on a chain was such an ornament – that counteract the deadly efficiency of the red needle beams. These roundels perform somewhat the same service to their wearers as do lightning rods on earth. Their peculiar metal absorbs the awesome power of the red rays as soon as they come within a foot of anyone wearing them.

I take the Brooch of Shielding’s 101-HP maximum to be a game balance thing; and I’m not sure what to make of the strange specificity of its description: “The Brooch of Shielding appears to be a piece of silver or gold jewelry, usually (90%) without gems inset.” I guess sometimes you just like to roll a d100.

try an easy rpg: d4 basic

Monday, April 23rd, 2012

I’m a big fan of easy D&D, which means, for me, two things: “easy for the dm to prep” and “easy to explain to a first-time player”.

For me, the ideal prep for a game involves brainstorming a few characters and gimmicks. My DM notes generally look like this: “whenever the PCs search a house, they have a 1 in 3 chance of finding the black-handled knife. Whoever owns the house is the witch.” and I never get around to looking up the Night Hag stat block.

I’ve also played a lot of D&D with first-time players, and the more rules they need to learn before they start playing, the more ashamed I feel for wasting their time. I think the ideal situation for a new player is to choose between a few pregens of recognizable archetypes, each of which has a couple of cool, simple attacks.

Experienced players should have lots of customization options, but experienced players can look after their damn selves.

I’ve been trying a playtest version of Jason Hurst’s d4 Basic game. It’s sort of a D&D-style RPG/board game which takes the “easiest” elements from each. From the RPG corner, it keeps the idea of the game master who makes judgment calls and referees actions outside the rules. From the Descent-style board game corner, it uses pregen characters and scenarios, clockwise play, and win conditions. The result is a rpg manual that’s about 7 pages long: and actually, when you subtract art, table of contents, and the usual “what is an RPG and “what are dice” sections, it’s probably 3 or 4 pages of rules. There’s more text in the scenarios, treasure cards, and so on, but it’s still probably 1/4 of the length of the Descent rules and a tiny fraction of the length of any D&D edition. You could play it with zero prep, and you could probably have a RPG n00b run the thing.

D4 Basic is in open beta right now.

Kickstarter reward progress!

Wednesday, April 18th, 2012

I’ve been working hard in the random dungeon mines, mining random dungeons! I’ve got a few bits and pieces to show you.

First, here’s a small version of the Random Dungeon poster file I sent to the printers:

All the backers will eventually get a big PDF of this, and most of you will get one, two, or more paper copies as well. The printer schedule is later than I’d like: I’m still hoping for late April delivery. We’ll see. I’d planned for the poster to be available for WOTC’s reprintings of the First Edition books. It looks like WOTC has pushed the reprints to June, so even if I’m late, I’ll still beat them.

I’m working hard on all the other backer rewards too! I’ve got a lot of draft versions of things: I’ll show you some samples of what’s coming.

Dungeon Robber: I spent all this weekend playtesting Dungeon Robber, the solo board game played on the poster. (As a reminder, everyone who donated $5+ will get a PDF of Dungeon Robber.) Here’s a sample table from the Treasure section:

USELESS ITEMS TABLE (roll 1d6)
1: Bad Art. Heavy. You are convinced it is worth 500 GP and will carry it in preference to any Heavy treasure of lesser value. You will only drop it if you are fleeing from a monster; while carrying it, you will not flee if you are at full health. If you get it out of the dungeon, you’ll be unable to sell it. Still, you’re convinced it’s a masterpiece. You’ll keep it in your house, and no one will ever appreciate it like you do. High Wisdom: You recognize this item as worthless and leave it where it is.
2: Moldy clothes. They’re worth 1gp, but when you pick them up, you must save or take 1d4 damage.
3: Flawed weapon. It does 1d6 damage, and breaks the first time you hit with it. Worth 1gp.
4: Spoiled food. You can only throw away spoiled food if you’re being pursued by a nonintelligent monster, and you’ll throw away good food first. If you leave the dungeon with it, you get sick for 1d6 days, during which time you will not heal hit point damage. Worth 0gp. High wisdom: You recognize this food as spoiled and leave it where it is.
5: 1d20 cp.
6: 1d20 sp.

And here are 9 ways I died while playtesting:

  • After killing two skeletons and finding a 500 GP piece of jewelry, I was killed by a third skeleton. Stupid skeletons!
  • I used a Charm spell to gain a troglodyte henchman, but then we were both killed by an arrow trap.
  • Unarmed, I was pursued by a kobold. I was trapped and slaughtered in a dead end.
  • On level 3, I was crushed by a falling-door trap.
  • My level-one dungeon robber found himself lost on level 8, through an unfortunate succession of chutes and elevator rooms. I managed to find the stairs to level 7, where I was paralyzed and eaten by a carrion crawler.
  • After a successful dungeon run where I romped down to level 3 and came home with 500 GP, I went back in the dungeon and was killed on level 1 by a kobold.
  • Delved to level 3, where I ran from a bandit. He cornered me in a dead end, and in desperation I attacked him with my flawed short sword. I killed him with a critical hit, but my sword broke. I quickly headed for the exit, but I was killed on level 1 by a skeleton.
  • Fell in a pit with closing walls. Because I was wearing plate mail and I refused to drop my heavy stone coffer full of nigh-worthless copper coins, I was unable to climb out before the walls crushed me.
  • Took my 5th-level thief down to level 8, snuck up on and killed a su monster and manticores, and fought, sneaked, and fled my way back upstairs with 10450 cp, 3300 sp, 5000 gp, 700 pp (6,834 GP total), and only 2 hp left. A few rooms away from the stairs, I fell in a spiked pit and died.

    Conclusion: The most dangerous place in the dungeon is level 1 when you’re returning with treasure!

    Interactive version of the poster: Haven’t started on this yet. Eventually, $5+ backers will get it.

    All-Star Dungeon Master book: $17+ backers will get this PDF containing adventures and rules from heavyweight DMs Mike Shea, Mike Mornard, Tracy Hurley, Tavis Allison, Jared von Hindman and James Maliszewski. James Mal has shared with me a rough draft of level 1 of Dwimmermount: as a preview, I’ll send that separately to you $17+ backers. Players from my campaign, DON’T LOOK! Actually, go ahead: it will do you little good, now that we’re on LEVEL TWO of Dwimmermount!

    D&D Stickers! $22+ backers are all getting a sheet of 20 stickers by various awesome artists. The guy at Stickeryou.com was so excited about how the stickers looked that he sent me a blurry photo from his cameraphone of them on the assembly line. It doesn’t do them justice, so I’ll wait to show you a scan of the actual stickers. But, on a related note…

    Virtual Table tokens! If you’re getting stickers, you can also get WOTC Virtual Table versions of all the stickers as hero and monster icons. Most of the icons are cropped portraits of the original stickers. Here are a few!

    Paul’s DM Notebook: This is an ever-growing reward for $22+ backers: I keep on thinking of things to add. Here are two pages from my current draft (click for PDFs):

    That’s where I am right now. I’m going to keep working on every reward until it’s time to put posters in tubes!

  • $20k goal reached! At $22k, mind-melting dungeon art from Jared von Hindman!

    Monday, April 2nd, 2012

    We’re 1000% funded! That means that we’ll be seeing dungeons from Mike Shea, Mike Mornard and Sarah Darkmagic. Let’s continue the Backer Reward Bonanza!

    You’re probably familiar with the work of Jared von Hindman. You might know him from that Stupid Monsters article you just read yesterday, or his regular column, D&D Outsider. Or, if you’ve spent a lot of time on the official D&D site, their 404 page. Or, if you’re classy, these cartoons about opera.

    Jared’s going to do some art for Dungeon Poster backers! If we hit $22k by the end of the week, everyone who pledged at least $22 will get a PDF of an original project – call it Jared’s DM Sketchbook – which will contain five separate dungeons, each with its own theme, each rendered as a watercolor painting. I can guarantee that anyone who reads all five cursed pages is guaranteed to lose at least one sanity point.

    Here’s a rough sketch Jared sent me. Tell me you don’t want to roll this out in front of your players and tell them its the map of this session’s dungeon.

    If we beat ACKS, we can take its stuff: $20,623 kickstarter goal

    Sunday, April 1st, 2012

    When I worked with Tavis Allison for the Gygax Memorial Fund last year, I got a copy of his Adventurer Conqueror King: it’s sort of the missing manual for high-level D&D play. Our kickstarter is coming up on what is, to me, a major milestone: we’re almost at the giddily high funding level of the ACKS Player’s Companion. This calls for a celebration – and more swag! Tavis says:

    “Paul Hughes, I challenge you! If you can surpass the $20,622 funding level achieved by Autarch’s Kickstarter for the Adventurer Conqueror King System Player’s Companion, I’ll use ACKS to create a PDF for every $17+ backer. In it, I’ll lay forth the fantasy economics of your dungeon-generating dungeon, from construction cost to upkeep. I’ll also create versions of the DMG sample party at the appropriate level to rule a domain containing such a dungeon, and provide details on all their henchmen, hirelings, and military forces (using Autarch’s forthcoming Domains at War). This should be useful to everyone because the ACKS framework is a synthesis of economic data from the earliest roots of the game, and designing mundane goods for Mordenkainen’s Magical Emporium convinced me that the fundamentals haven’t changed significantly from OD&D to 4E. Plus, it’ll create a new way to use the poster in play – raising an army to take over the land surrounding the dungeon-generating dungeon!”

    Sounds great to me! I especially look forward to high-level versions of the DMG characters. Maybe at name level, the sorceress and the halfling can afford shoes.

    Sarah Darkmagic joins the party

    Friday, March 30th, 2012

    I’m pleased to announce that Tracy Hurley (sarahdarkmagic.com) is helping me out with a new backer reward. If we hit $20k, she’ll join Mike Shea and Mike Mornard as DMs who are providing exclusive dungeon adventures to $17+ backers.

    Sarah Darkmagic is the writer of the “Joining the Party” column on the official D&D website and also one of D&D’s few Important Bloggers: people whose opinions absolutely should influence the future of D&D. I’m proud and humbled to have another all-star help me out with my little project.

    One of Tracy’s coolest new projects is her upcoming Prismatic Art kickstarter: “In geek culture, there are plenty of Lukes, but not enough Landos or Leias.” She’s looking for female and ethnically diverse artists and art.

    This is an overdue project, and I wish I could contribute art! I don’t qualify, and I must admit, my art often falls short in that department. For instance, when asking artists to help me with my sticker backer reward, I made sure to include more than 50% women artists. Then I went ahead and contributed this sticker:

    Dungeon poster kickstarter at 250%! More swag for everyone!

    Monday, March 12th, 2012

    Wow, we’ve hit two bonus goals in two days! That means

    STICKERS! $22+ backers are getting 1e dungeon-inspired stickers by various artists!

    Some really great artists have agreed to do stickers; with the quality of the art we’ll see, this really should be a D&D stickers kickstarter with a poster thrown in as a bonus reward.

    PAUL’S DM NOTEBOOK: $22+ backers are getting a print copy of Paul’s DM notebook, which will contain settings, adventures, and art. Everyone who donates at least $5 will get a PDF copy as well. (I had announced that I was giving the PDF to $22+ backers only, but I think the $5 and $17 tiers deserve some swag too.)

    The DM notebook will start with sections about the city of Setine and about the ratling race. Every time we get another $1000, I’ll add a new section. Here’s a tentative schedule for new notebook sections, arranged from low-level to high-level:

    $6k: Running a Picaresque Game
    $7k: Wilderness Adventures
    $8k: D&D In Fairyland
    $9k: Notebook Of the Planes
    $10k: How to Run a Barony

    This will give me time to think of a really cool bonus reward for ten thousand dollars!

    Random Dungeon kickstarter: Bonus goal #2 and #3

    Saturday, March 10th, 2012

    Since we’re within a few pledges of Bonus Goal #2, I should announce what it is! Also I’ll announce Bonus Goal #3 ($5000).

    Bonus Goal #2: Lots of stickers! I’ve upgraded bonus goal #2 from the previously announced single measly dwarf. If we hit $4000 (which we should today or tomorrow) everyone who pledged at least $22 will get a page of about a dozen stickers interpreting the five heroes from the Dungeon Master’s Guide. Each hero will have a sticker designed by a different artist (or two).

    Laura already got back to me with some great interpretations of the elf, and I was so excited that I made a mockup of what the stickers will look like once they’re applied to your stately tiger Trapper Keeper.

    Bonus Goal #3: Paul’s DM Notebook!: If we hit $5000, every backer who contributed $22 or more will get a paper and PDF copy of PAUL’S DM NOTEBOOK.

    Paul’s DM Notebook will contain all-editions settings, rules, and adventures from my game. It will start with a bonus all-editions playable race, the ratling (a favorite in my campaign) and a city setting: Setine, City of Roses. For every extra $1000 we raise, I’ll add something to the notebook, on top of any other bonus goal rewards we reach.

    Here’s what the map of Setine looks like: