Archive for the ‘legacy D&D’ Category

mazes and monsters: holy man in manhattan

Monday, November 8th, 2010
This entry is part 13 of 34 in the series Mazes and Monsters

Raise your hand if you’d like to see Tom Hanks harassed by street toughs! Because it’s HAPPENING RIGHT NOW.

While Tom Hanks’ friends are searching for him fruitlessly, he’s totally been subsumed by his Mazes and Monsters persona. As Pardieux, he’s haplessly stumbling around 80’s New York, which as we know is grittier, uglier, more lawless, and generally more old-school than modern New York.

Naturally, it’s not long before he has an encounter with 1d3 human bandits.

Notice that Tom Hanks, in his Pardieux persona, is making no effort to avoid being surrounded by the thugs. Apparently MAZES AND MONSTERS DOES NOT HAVE FLANKING RULES.

The thugs notice Tom Hanks’ little leather dice bag.

THUG: Hey, what is that? Give it to me!
HANKS: It’s my spells! I guard them with my life.

Confirmed: spells are physical objects which can be held in a dice bag.

Spells are small physical objects which you can find in a maze, each of which can trigger a unique magic power. If you have a sufficiently high Level, and are of a spell-casting class, you can cast these spells. Spells are reusable.

Tom runs from the two muggers, but is cornered in an alley. He takes out what appears to be a flower petal from his dice bag and flourishes it at the thugs, but it has no effect.

I guess he doesn’t have enough mana or something. Or maybe they made their saving throw.

One of the muggers lumbers forward, and, through Tom Hank’s Mazed eyes, we see it as a horrible monster!

I think that’s a Gorville, right? Based on the frequency with which Tom encounters them, Gorvilles must be like the orcs of the Mazes and Monsters setting. Where do they get their crazy name? Illinois, I’m guessing.

A Holy Man is supposed to prefer spells and reason to violence. Tom Hanks has tried spells on the thugs. He doesn’t really make any effort to try reason; he instead scuffles with the thugs, and he ends up stabbing one of them with a switchblade. Bad Holy Man! No Experience for you! The Great Hall must be rolling over in his foggy tube.

After a brief interlude of sanity, during which he summons his allies via payphone, Tom loses it again and finds an open door that leads to the tunnels beneath the subway. “A maze!” he breathes.

How do people find these entrances to off-limits subterranean complexes beneath cities? It looks so easy for the guys in Mazes and Monsters, Beauty and the Beast, and Neverwhere. I’ve been commuting in New York for years and I’ve never passed an unguarded door marked “Steam Tunnels: Absolutely No Admittance Unless You Are On a Hero’s Journey.” But maybe the doors are there and my workaday eyes just can’t see them.

The steam tunnels are fairly light on monsters, but Tom Hanks does cower and cover his ears when he hears a train going past. He decides that the noise must be the passing of the “Giant Dragon.”

Bestiary
Dragon: The Dragon breathes fire on his foes.
Giant Dragon: The Giant Dragon’s roar is a Sonic attack that deafens all who hear it.

Next, Tom Hanks meets a crazy moleman (a friendly NPC) and pumps him for information.

Not everyone you meet in a Maze will be hostile. You may encounter other adventurers, wise guides, or peasants scraping out a living among the maze’s many perils. Make sure to ask for aid and information, for foreknowledge of the dangers ahead may spell the difference between victory and death!

“Can you tell me of the Giant Dragon?” Tom asks the puzzled moleman. “Does he stand guard over the treasure?”

Clever, Tom Hanks! Do your legwork before you fight the dragon. It’s investigative chops like that that will land you your role in Dragnet.

The Giant Dragon is a Boss monster, worthy to stand guard over the maze’s treasure.

Note to the Maze Controller: Not every Boss monster guards the maze’s treasure. A Maze may contain a second Boss monster, whose purpose is to decoy rash players into unnecessary danger. Players should make sure that powerful creatures guard a treasure before they run such a risk as to offer battle.

Similarly, a treasure may be hidden with no Boss monster to mark its location. In such a case, you may be sure it will be cleverly hidden and guarded by many cunning Traps!

Next Monday, the LAST RECAP OF MAZES AND MONSTERS, complete with lots of creepy footage of the Twin Towers, and a magificent closing monologue from Tom Hanks that will cement his place in history as America’s Foremost Actor. Don’t miss it!

Mazes and Monsters is a far out game

Monday, November 1st, 2010
This entry is part 12 of 34 in the series Mazes and Monsters

After Tom Hanks’ disappearance, his three friends are interviewed separately by a scary detective, who seems intent on trapping them in an admission that they play Mazes and Monsters. They’re perfectly willing to sell Hanks up the Mazes and Monsters river, though. They claim that he played with a Mazes and Monsters group whose identities are shrouded in mystery.

Detective: Who’d he play with?
Kate: I – I don’t know. He never talked about that part of it. … I don’t think he really realized how dangerous the game was.
Detective: (significant pause) Was Robbie a doper?

Finally the Detective explains his theory about Hanks’ disappearance.

Detective: One of the players that Robbie played with… got carried away and killed him.
Blondie: That’s kind of far out.
Detective: Mazes and Monsters is a far out game. Swords… poison… spells… battles… maiming, killing…
Blondie: Hey, it’s all in the imagination!
Detective: Is it…?

We’re so lucky that the Detective knows so much about Mazes and Monsters game rules!

Introduction
Mazes and Monsters is a far out game.

Equipment
Poison: Applied to a weapon or to food or drink, Poison instantly kills the subject with no possibility of survival. Similar to Traps, the Maze Controller is obligated to give the following disclaimer to the players about any poisoned – or potentially poisoned – item: “Be wary: it may be harmless… but it may be poisoned.”

Maiming
Whenever a character is hit, the Maze Controller should roll a d12. On a roll of 1, the character is Maimed. The Maze Controller should roll again on the Maim Subtable.

Maim Subtable
1: The character is instantly killed.
2: Loses a hand or arm.
3: Loses a foot or leg.
4: Loses an eye.
5-6: Facial disfigurement. Character takes -2 on all Charm spells.
7-8: Concussion. Character is Mazed.
9-11: Permanent scar; character looks awesome. No other effect.
12: Flesh wound: Character got lucky… this time. No effect.

reporter

The chiastic structure is a literary device used in The Odyssey, Beowulf and Mazes and Monsters.

In the next scene, we’ve finally caught up with the beginning of the movie, which, as you remember, started with a bunch of cops and reporters gathered around the entrance of Pequod Caverns. They’re looking for a missing Mazes and Monsters player who’s lost in the caves. This is the moment that’s been foreshadowed for the whole movie: cave jaunt after cave jaunt has promised us tragedy, only to deliver anticlimactic safety. And… that’s what happens again. After the search for Hanks in the cave turns up empty, we see Hanks stumbling through Times Square, looking lost, confused, dazzled – just like every other Times Square tourist, in other words. Tom Hanks isn’t in Pequod Caverns at all!

So the whole uproar at the caverns was for nothing. It’s almost as if the message of the movie is that clueless adults are creating a media frenzy based on misinformation and speculation, and that you can’t trust reporters and writers to get their facts straight before they propagate panicked jeremiads. But of course, that’s not the case. Mazes and Monsters IS dangerous. Just look what happened to Tom Hanks.

Hanks’ friends decide that since the cops haven’t found anything, they’ll have to find Hanks themselves, using their GAME SKILLS.

Kate decides that “The Great Hall” isn’t a place – it’s a person! Hanks’ little brother ran away to New York City on a Halloween past, and he was named Hall.

By the way, here’s how popular “Hall” is as a first name. Not very popular. Its best year was 1881 where .007% of boys were named Hall.

Also Kate didn’t really use her GAME SKILLS to remember that fact, unless “game skills” and “knowledge of Tom Hanks” are synonymous, which, in a way, maybe they are. After all, you can’t write a real history of RPGs without frequently mentioning Tom Hanks. My RPG group did enjoy many sessions of FASA’s ‘burbrun, and who can forget the hit White Wolf scored with Joe: The Volcano?

While Kate recreates Tom Hank’s family tree, the boys apply game logic to determine his next move:

JJ: Where would a Holy Man go?
Blondie: (thinking with visible effort, then having a Thought) On a quest!
JJ: Exactly!

Holy Men go on quests.

More precisely, Holy Men go on quests to New York.

Next week, we’ll catch up with Tom Hanks in the Big Apple. Will his spells be enough to defeat these goofy New York hoodlums?

Hoodlum One looks like Indiana Jones just told him not to look directly at the Hanks.

1e mummies

Thursday, October 28th, 2010

Monster Manual mummy

I’m looking at the AD&D Monster Manual entry for mummies, and there’s a lot of weirdness here.

No. Appearing: 2-8 I guess sometimes you find a mummy king and queen along with a few attendants, but I sort of imagine a typical encounter being against a single scary mummy. I guess that’s just in the movies.

Mummies are undead humans with existence on both the normal and the
positive material planes.
I remember the negative material plane as being more undead-y. The 1e PHB says that the Negative Plane is “the place of anti-matter and negative force, the source of power for undead, the energy area from which evil grows.” The positive plane, on the other hand, “is a place of energy and light, the place which is the source of much that is vital and active, the power supply for good.” And it is crawling with mummies for some reason.

The mere sight of a mummy within 6″ will cause such fear and revulsion in
any creature, that unless a saving versus magic is successful, the victim
will be paralyzed with fright for 1-4 melee rounds. Note that numbers will
give courage, and for each creature above 6 to 1 mummy, the creatures
add +1 to their saving throw. If humans confront a mummy, each will
save at +2 on his dice.
Classic 1e subsystem, including a saving throw bonus for outnumbering the mummies. I’m guessing that this is isn’t a general rule about fear, just about mummy-induced fear? And humans get a +2 bonus, because why?

The other fun thing about the fear save bonus for outnumbering a mummy is that it will never come up. Mummies appear in groups of 2 to 8. The average number of mummies is 5. In order to get a +1 bonus on saving throws, there must be 31 party members. I know that in 1e, you had a lot of henchmen, but still, that seems like a big group. Even if you only run into 2 mummies, you need 13 PCs to get a saving throw bonus.

Mummies can be harmed only by magical weapons, and even those do only one-half normal damage, dropping all fractions (5 becomes 2, 3 becomes 1, and 1 becomes 0 hit points of damage). What level are PCs fighting mummies? According to the Wandering Monster chart, you start encountering mummies on the fifth dungeon level, but you seem to encounter them most around the 9th or 10th level. I pity the poor sad sack who’s doing 1 damage at that level. I mean, nonmagic weapons don’t even work, so the fighter has at least a +1 sword. And most magic-user spells will do multiple dice of damage at that level, right?

Oh – the Wandering Monster table also indicates that you encounter 1-2 mummies as wandering monsters. So I guess you can outnumber mummies 6 to 1, just not in their lair.

A raise dead spell will turn the creature into a normal human (of 7th level fighting ability, naturally) unless the mummy saves versus magic. Naturally? Why naturally? Naturally 7th level, because mummies have 6+3 Hit Dice? or naturally fighting ability, not, say, clerical ability, because mummies are good at punching? Also, I’m curious what the 7th level fighter thinks of being raised from the dead. Is he like “Thank you for releasing me from that vile curse, now help me get these bandages off!” or is he like “You robbed me of eternal life, I shall punch you!”

And don’t get me started on the ethereal mummy, which always strikes by surprise.

the mummy’s curse in fiction

Wednesday, October 27th, 2010

Monster Manuals have never dealt with the classic “mummy’s curse”. Monster Manual mummies give you “mummy rot”, a disease which has slightly different effects across the editions, but it’s always just a workplace hazard for mummy killers. When you come out of the temple, you head to the cleric to get your disease removed, and that’s the end of it.

The mummy’s curse superstition seems to have something to do with a lingering doom that hangs over the heads of those who disturb mummies,and is something like, “100 years after the tomb was opened, NOT ONE of the excavators remained alive!” Inasmuch as it makes any sense at all, it’s about death under mysterious circumstances, some time after the adventure, of seemingly healthy people. DON’T VIOLATE MUMMY TOMBS, or you’ll get approximately the same kind of bad luck you get by breaking a chain letter, or not being on that one flight.

Could we actually come up with game rules for the mummy’s curse? The 4e Unearthed Arcana “Curses!” article might be a place to start. What I’d like to see, though, is official rules text like

Any PC who disturbs the sarcophagus is subject to THE MUMMY’S CURSE. THE MUMMY’S CURSE cannot be removed by Remove Curse, Remove Disease or any other means short of Limited Wish or Wish. THE MUMMY’S CURSE has no immediate effects. However, the PC should note it on his or her character sheet.

The actual effects of the Mummy’s Curse should be SO HORRIBLE that, lest PCs discover countermeasures, they are NEVER PUBLISHED IN ANY BOOK. Heck, maybe the effects of the curse are determined retroactively. Like, when the PCs are finally eaten by gnolls, the DM leans over and taps the character sheet. “MUMMY’S CURSE,” he says.

Mazes and Monsters: Halloween Episode

Monday, October 25th, 2010
This entry is part 11 of 34 in the series Mazes and Monsters

Jay Jay is throwing a Halloween party! Jay Jay is dressed as Noel Coward. Blondie is a naval officer. Kate is, uh, the naval officer’s girlfriend? (I forgot to mention, Blondie and Kate hooked up at the end of the last scene.)

The party also contains Frankensteins, maids, Darth Vaders, and pirates. (No mummies. Too bad. A mummy is, like, the easiest Halloween costume. All you need is gauze, or, in a pinch, toilet paper.) Everyone is bopping to generic 80s party music, except Tom Hanks, who is stalking through the party with the spooky asceticism of one who has been visited by the Great Hall. Hanks is dressed like a Holy Man. But it’s NOT A COSTUME.

You! Shall! Not! Pass!

Hanks leaves the party and closes the door. He lays his hand on the door in a mystic gesture.

This peculiar gesture is undoubtedly some Holy Man spell, meant to prevent his friends from following him.

Spells

Lock Portal: By laying his hand on a door, a Holy Man can lock it for a few hours. Anyone who tries to force the door or open it with a key must succeed on a RONA based on the Holy Man’s level.

At this point in my notes from the first time I watched the movie, I have the following puzzling scrawl:
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blind decisions

Tuesday, October 19th, 2010

I remember once, DMing a dungeon crawl, saying something like “The path forks. Will you go left or right?” The players looked at me blankly for a few seconds before someone said, “Uhhh, we’ll go right.” I realized I had just presented the players with an uninteresting decision. The players had zero information, so they chose randomly.

I don’t remember what was to the left or right in that situation, but let’s say, for the sake of argument, that I had said, instead, “The path forks. The left fork leads to a dead end, and the right fork leads to an encounter with a troll.” This would also have been an uninteresting decision. No party would ever choose the dead end.
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Mazes and Monsters: mystery in the caves

Monday, October 11th, 2010
This entry is part 10 of 34 in the series Mazes and Monsters

Remember the caves? They were featured, ominously, in the first shot of the film, and then Jay Jay was going to commit suicide there, but didn’t, and then the players LARPED there without incident. It seems that something is finally happening there!

Katie drives by the cave and sees a car parked nearby. Panicked, she rushes in to save … Blondie? He confesses that he has been mapping the caves between official game sessions. “”I wanted to figure out where Jay Jay hid the treasure.”

Katie and Blondie get home safe. Another fake-out where no one gets lost in caves. Something is going to happen there soon, though, I can just feel it!

What we learn from Blondie’s confession about “the treasure”, though, is that there is just one treasure at the heart of every maze! It sounds like when you find the treasure, you win the maze. Players have a lot of motivation to find the best possible route to the treasure, avoiding unnecessary dangers and obstacles.

This is how early editions of D&D worked too. Most of players’ XP was earned from treasure; wandering monsters were things to be avoided. By third edition D&D, though, character advancement came primarily from combat. If you skipped the combats, you’d never level up.

We’d better codify this in our Mazes and Monsters rules.

The maze treasure

At the center of every Maze in Mazes and Monsters is a treasure! The object of Mazes and Monsters is to find this treasure. Only by finding the treasure will the characters gain the wealth, powers, and spells they need to gain Levels and defeat their personal problems. Be wary, though: every treasure will be guarded by formidable obstacles!

I think that, while the bulk of XP in Mazes and Monsters comes from finding the Treasure, you must also get some XP from incidental encounters. After all, everyone was excited when the party met a dozen bloodthirsty undead!

How long to level 9?

I have another question about gaining levels. All the players are so proud of having level 9 characters. How hard is this? How long does it take to get to Level 9?
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Mazes and Monsters: leveling rules

Monday, October 4th, 2010
This entry is part 9 of 34 in the series Mazes and Monsters

I’ve been blogging the Mazes and Monsters RPG for about two months now, which is a long time in internet land, so, just in case you’re new to the project:

I’m watching Tom Hanks’ Mazes and Monsters to glean the rules of the Mazes and Monsters RPG. So far, the game players (Hanks, Jay Jay, Kate, and the blond guy) have stolen costumes from the college theater department and LARPed in a dangerous cave, and Tom Hanks has gone totally insane, hallucinated a fight with an evil monster, and broken up with Kate because a spectral figure called “The Great Hall” told him to.

Now we’re all caught up!

Confused and hurt by her breakup with Hanks, Kate meets Blondie in a diner (apparently there is a diner on campus? it seems to be called “Fat City”) for some post-breakup flirtation, and to ask whether Hanks might be acting a little more… Pardieuxy than usual. Blondie is unable or unwilling to recognize the change in Hanks’ personality.

GIRL: What about his blessing people all the time and giving his stuff away and acting so holy?
BLONDIE: He’s just staying in character. […] I don’t think Robbie’s turning into Pardieux. We work out our problems in the caverns and then we leave them there.

It’s been a while since we were reminded that Mazes and Monsters is a game meant to help us Work Out Our Problems. But it is. Who knows how many thousands it helped during the 80s? Such a powerful healing tool was undoubtedly invaluable for professional psychologists. I bet this scenario played out a lot:

PSYCHOLOGIST: Hmm, your marriage does seem to be troubled. Perhaps we should try some role-play. (lights candles) You are standing before the greatest adventure of all: marriage. Shall ye enter?
HUSBAND and WIFE: Aye! (dice are rolled)
WIFE: I slew a Gorville!
ALL: Marriage saved!

But for every problem solved, there is a life ruined. For every yin, there is a Hanks. The game really should come with a warning to that effect.

Mazes and Monsters is a game about FUN – but it is also a game about self-improvement. Mazes and Monsters players work out their problems in the game and then they leave them there.

Like any respectable psychological tool – hypnotism, LSD, lobotomy, Scientology – Mazes and Monsters is dangerous if used improperly. Don’t try to work out serious real-life problems until you are high enough level to deal with them! And never play the game except under the guidance of a fully licensed Maze Controller!

The other fact to notice about this scene: Blondie writes off some pretty wacky behavior – blessing people all the time, giving away his stuff – as “staying in character.” Well, we know that Blondie isn’t so smart. This is the guy that advocated splitting up when they were LARPING in the cave. But still, “staying in character” seems to be something that is acceptable within the Mazes and Monsters subculture.

A high-level Mazes and Monsters player may want to start acting like his character in the real world. This is perfectly normal. This is what Russian theater director Konstantin Stanislavski calls “staying in character”. It can help players gain the naturalistic playing style they really need to work out their problems in the game.

The next night, Tom Hanks again dreams of The Great Hall!

HALL: Pardieux. Next you must find the secret city under the earth.
HANKS: When?
HALL: When you have purified your mind as you have your body.
HANKS: I’m making a map!
HALL: When you are ready, you will need no map.

From Hanks’ madness we can glean game rules. He is a player, not the Maze Controller, and yet he feels it is his responsibility to make a map. Therefore, a player must be appointed to be the party mapper, as in Dungeons and Dragons.

Player Responsibilities

The players should be prepared to do a little work to ease the task of the Maze Controller.

One player should be the maze mapper. This player notes down the twists, turns, corridors, and rooms of the Maze. Only by studying the map will the players be able to reach the treasure.

Here’s Hanks’ map. Pretty nice, huh?

the great hall/two towers map

Next session, we’ll talk about XP!

Mazes and Monsters: psychodrama!

Monday, September 27th, 2010
This entry is part 8 of 34 in the series Mazes and Monsters

When we left off, Tom Hanks had just gone crazy in the local caves. Tonight, as he sleeps, he is visited by a dream.

Don't shoot the Great Hall!

Don't shoot the Great Hall!

In the dream, Tom is talking to an authoritative God figure. God looks a little like “Not Me” of Family Circus as seen through James Bond’s gun barrel.
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Mazes and Monsters retro clone 7: beware of the sacrilege!

Monday, September 20th, 2010
This entry is part 7 of 34 in the series Mazes and Monsters

We last left off with Tom Hanks and his friends in the middle of a new, LARP-enhanced version of Mazes and Monsters. They just encountered a skeleton, so we should finally get a chance to see how they’ll handle combat so we can find out how that mechanic works, and… oh. Oh. They’re not going to fight the skeleton. They’re going to talk to each other. Roleplay.

Girl: Perhaps there is a clue hidden in the skull!
Hanks: (in a squeaky, panicked voice) Beware of the sacrilege!
Girl: Glacia the fighter is not afraid.

As Glacia the fighter approaches the skeleton, it is suddenly pulled up, out of the shot; presumably by a system of ropes and pulleys rigged up by Jay Jay, who, in addition to free run of the Theater Department and Anatomy Skeleton Department, apparently has the key to the Ropes and Pulleys Department. Either things are invisible when they are on the ceiling, or the characters can only see things in-frame, or Jay Jay’s system of ropes and pulleys pulls the skeleton down the tunnel and around the bend, because the skeleton, mouth flashlight and all, is now gone.

Showing bizarre and amazing lumination-location memory, Blondie says, “Look! where the light was pointing!”

Look! Where the light was pointing!


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