Archive for the ‘legacy D&D’ Category

time as a pc resource

Monday, September 5th, 2011

I started thinking about D&D timekeeping while reading my swagged copy of Adventurer Conqueror King on the plane back from Gencon.

There’s all sorts of rules in 1e D&D that require timekeeping: monthly cost of hirelings; spell research; recovery of HP; taxes; building; aging; income from lands. All that stuff is notable in its absence from modern D&D, and seems like it might be a fun addition to paragon-level 4e D&D. The problem is, tracking the passage of days and weeks is not something I do as a DM in 4e, any more than tracking players’ alignments or using charts to determine the weather each morning. I have an inefficient brain and I always forget anything that can be forgotten (I like to dignify this process with the title “streamlining the rules.”)

What if timekeeping were turned over to the players to track? Well, unless time passing were interesting in some way, they wouldn’t do it. What if time were a resource to manage, and they got some benefit from spending it?

Let’s say that, at the end of any session, the players may choose to spend a month. They can only do this if they’re at a home base where they can reasonably hang out – not if they’re in the middle of a combat or a dungeon. They may only spend one month per session, and they don’t have to spend one at all if they don’t want to.

The DM can also spend one or more months during a session, if, for instance, the PCs are travelling uneventfully.

What do the characters get when they spend a month?

  • Why not give them some XP? This would represent training and research outside of the adventure – the way normal people level up. If you gave PCs 3% of the XP towards the next level per month, that would be enough for totally sedentary PCs to get to level 10 over the course of a 30-year career. You could set this up as a money drain. In order to get the benefit of monthly training, they need to spend some amount of money on books/training/carousing.
  • Income from lands! This makes lands and titles an actual type of treasure, not a purely roleplaying reward.
  • Building! Even dwarven engineers can’t upgrade your fort overnight.
  • Politics moves at this scale. A month might be the amount of time it takes for a kingdom to raise an army, a spy to report back from a mission, or a caravan or army to travel from one kingdom to another.
  • Crazy long-lasting magical effects (that are compatible with normal adventuring)! Make a save at the end of every month to see if you are still under the love spell of the Lady of the Fey Grove. On a failure, you spend your non-adventuring time hawking and balladeering with her, and you won’t hear a word against her.
  • If you’re wanted by the law, you might want to lay low for a month or two until the heat dies down.

    Of course, time also takes a toll…

  • Taxes and rents! At low levels, PCs are more likely to have monthly expenses than monthly income, so low-level parties might not want to spend time willy nilly.
  • Aging! In a long-running campaign, a human might actually grow up, maybe have kids. Elves, of course, wouldn’t change at all.

    This system is unlikely to kill off your characters from old age, since, for a weekly group, time passes, at most, at around four times the rate of real time. In fact, between missed sessions and sessions ended in the dungeon, game time is likely to go about the same speed as real time.

    The Month resource allows us some options:

  • I love in-game festivals! If time is actually passing, you can non-arbitrarily have, say, a harvest festival come up, or the dead rise during an eclipse.
  • We could decide that all effects of an extended rest – replenishment of daily powers, full healing – only take place when players spend a month. Sleeping overnight might have some lesser benefit, like getting back some number of surges.
  • You can have time-based campaign challenges. Maybe the orcs raid every winter when their food stores run out. Maybe the treaty with the Empire expires in three months.
  • scripture as alignment language

    Wednesday, August 17th, 2011

    Alignment languages didn’t make it into late D&D editions, but they do make a little more sense in a religious context. They don’t even have to be languages: perhaps, although it’s written in Common, only the faithful Cuthbertian can quote you chapter and verse from the Chronicles of St. Cuthbert. The unfaithful cannot bring themselves to say the words. (Under these rules, the Devil cannot quote scripture. If he does, he takes Radiant damage.)

    Furthermore, people of opposed alignments cannot understand words quoted from a religion’s holy writings. To a priest of Nerull, the scripture of Pelor, even if spoken by a peasant in simple Common, will sound like “argle bargle zip nip” or whatever.

    Unaligned/neutral people — people who haven’t chosen a deity to worship — can understand the holy words of all religions. That’s how they’re proselytized.

    Thus, common quotes from scriptures can be used to fulfill the original purpose of alignment languages: finding people of the same moral code, without allowing much else in the way of secret communication (unless, Dogs in the Vineyard style, you allow players to make up apropos verses from holy books). That seems to be in keeping with the original intent of alignment languages:

    From Gary Gygax’s enworld QA:

    As for alignment languages … it seemed to me that each such groups would have developed their own patoise as a recognition means, more or less like secret societies have signs and signals to ID their fellows.

    Never did I envisage characters announcing their moral-ethical (or lack thereof) beliefs and convictions. Rather, the alignment languages were meant to be the means by which one might discover a like-natured individual. Similarly, conveyance of information or general conversation was not contemplated using such “language.”

    Illustrated OD&D Wandering Monster tables poster

    Wednesday, August 10th, 2011

    I sold this poster (briefly, until my small stock ran out) at the Gygax Memorial Fund booth at GenCon. It contains the rules you need to generate dungeon and wilderness random encounters, and it’s lavishly, possibly even maniacally, illustrated.

    OD&D monsters (click to enlarge)

    OD&D monsters (click to enlarge)

    You can buy one for $7.50 here!

    our guess about WOTC’s upcoming support of older editions

    Tuesday, August 9th, 2011

    Don’t get too excited about WOTC’s support of older D&D versions, which they sorta-kinda announced at Gen Con. Rory put the pieces together:

  • James Wyatt slipped and mentioned that they were planning to sell a one-year subscription to the “Eberron Bookshelf” – a set of Eberron 3.5 books – for $10
  • When asked if they would support older editions, they said that they had something in the works. Mike Mearls then went on to talk about how Second Edition had a lot of great setting stuff which could be used by 4e players.

    Our guess is that that’s how older-edition support will be done – subscriptions will be sold for Al-Qadim bookshelves, Dragonlance bookshelves, etc. If that’s true, it’s not quite as exciting as it could be.

  • Cheers, Gary at Gencon

    Friday, August 5th, 2011

    Gail Gygax and I have been sitting in the Gygax Memorial Fund booth at Gencon, fundraising and selling a lot of copies of Cheers, Gary, the book I edited. Yesterday we didn’t have all our supplies yet, and sold out of our boxful of copies in the first hour, and had to put people on a mailing list for the rest of the day. Today we had more books on hand. Gail and I have been autographing copies. The fact that anyone is walking away with my autograph continues to be hilarious to me.

    The ENNies are going on right now. I hear that at the
    ENnies auction, a copy of Cheers, Gary is going for five hundred dollars so far. I’m glad that people are using this way to donate to the Gygax Memorial Foundation.

    After Gencon, I’ll put up a link to the book for sale on the Foundation website.

    Edit: Tomorrow Rory and I are planning to go to the D&D
    Product preview, so expect a post around 11am or earlier.

    The World’s Hardest Gary Gygax Quiz

    Wednesday, July 27th, 2011
    While editing the Gygax Memorial Fund’s book Cheers Gary (by Gary Gygax and enworld), I wrote a quiz which I hope will drive even hardened D&D players mad. Free copy of the book to the first person who gets 100%!


    Cheers, Gary book at Gen Con

    Tuesday, July 26th, 2011

    Cheers, Gary

    The Gygax Memorial Fund asked me to edit a book based on Gary Gygax’s enworld QA thread, which I harvested and put online.

    Just the Gary Gygax-written portion of that thread is huge – it could be published as a ten-volume set. I cut it down to what I think are the most interesting questions, answers, and anecdotes, and it’s still over 300 pages.

    The book will be available at Gencon, at the Old School Renaissance Group booth (#1541). Get this: Gail Gygax and I will be at the booth, autographing copies of the book. Think about what this might mean to you. Your very own autograph from that blogofholding guy!!! Plus Gail Gygax. Past performance is no indication of success, but other things I have autographed (like checks) have gone up in value as much as $1000.

    The other hilarious thing about this project, besides the fact that I’ll be autographing something, is that I’ll be volunteering at the OSR booth. I like OD&D, but my group plays fourth edition. Come on by the booth and say hi. You’ll know me because I’ll be the only guy at the OSR booth talking about his dragonborn ardent.

    Here’s a sneak preview of the book: my introduction.
    (more…)

    where did Iron Rations come from?

    Thursday, June 9th, 2011

    Old school D&D players resonate to the term “Iron Rations”, but where the heck did it come from? Is it even a thing?

    1983 Basic equipment list.

    1983 Basic equipment list.

    From Wikipedia:

    “Iron Ration”

    The first attempt to make an individual ration for issue to soldiers in the field was the “iron ration”, first introduced in 1907. It consisted of three 3-ounce cakes (made from a concoction of beef bouillon powder and parched and cooked wheat), three 1-ounce bars of sweetened chocolate, and packets of salt and pepper that was issued in a sealed tin packet that weighed one pound. It was designed for emergency use when the troops were unable to be supplied with food. It was later discontinued by the adoption of the “Reserve Ration” but its findings went into the development of the emergency D-ration.

    Apparently iron rations were based on World War I-era rations, something Gygax and his historical-war buffs friends would have been familiar with. I’d always assumed that the D&D iron ration was like a badass trail mix, or maybe a granola bar. The actual World War I iron ration sounds solidly less delicious than that. The chocolate bar sounds OK though.

    I do remember reading a few adventure books from the World War I era where action-hero types ate chocolate in order to power up. Nutritionists must have recently discovered its energy-boosting properties. One instance I remember is in the Richard Hannay books (spy adventures by John Buchan, including The 39 Steps, later made into a Hitchcock movie). Richard Hannay is ALWAYS talking about chocolate; it is part of his standard adventuring kit, very much the way iron rations would be for a D&D character.

    I just did a quick search on Google Books: in the four Richard Hannay novels, chocolate is mentioned 18 times. Usually it’s part of travelling food: “I have some food in my rucksack – biscuits and ham and chocolate”, “sitting on a rock munching chocolate and biscuts”, but it’s also used as a poor man’s stimulant: “I rubbed his arms and legs and made him swallow some chocolate.”

    I wonder if this means that chocolate is canonically in the D&D universe now, the way it is in the Star Wars universe?

    torches and lanterns

    Wednesday, June 1st, 2011

    There’s something I don’t like about 4e’s sunrods. They’re very practical, and my group uses them all the time:

    1983 Basic equipment list.

    1983 Basic equipment list.

    DM: Who has low-light vision?
    PC: I’m the only human, so I guess I don’t. I pop a sunrod and tie it to my hat.
    DM: Problem solved forever!

    Somehow, though, my memories of old school dungeoneering are lit by torchlight. The inconvenient micromanagement of who had the torch, and in what hand, brought the torch to players’ minds, and made me picture dungeon explorations in a flickering circle of light. Or is that just the flickering light of nostalgia? I can’t tell: I may have a tendency to mistake unnecessary busywork, like illumination and encumbrance calculation, for fun-enhancing realism.

    Torches

    Torches were also fun because in a pinch you could use one as a weapon. In some edition – first? – they did 1d6 damage, the same as a shortsword.

    Lanterns

    Price point aside, lanterns have some advantages over torches. D&D lanterns can be covered, so you can stay stealthy without totally extinguishing your light source. Also, you can presumably put down a lantern while you’re fighting, while I’m not sure that a dropped torch will stay burning. (I’m not sure if that’s covered in the rules either way.)

    Tinderboxes

    A tinderbox is an odd little item – it doesn’t really do anything, but it’s necessary to make your torches and lanterns work. Surprisingly, tinderboxes – or flint and steel – have survived, even in 4e. You’d think they would have been abstracted into the purchase of torches and lanterns at some point, since players so rarely think about them once they’re done their initial shopping trip.

    buying a 10 foot pole

    Wednesday, May 25th, 2011

    It’s always struck me as kind of weird that a 10-foot pole was something you bought at a store. What kind of store sold it? A carpetry supplies store? An adventurer store, sold specifically for the purpose of tapping suspicious flagstones in ruins? Speaking of flagstones, could the 10′ pole possibly have been sold as a flagstaff?

    1983 Basic equipment list.

    1983 Basic equipment list.

    The pricing of the 10′ pole has led to much mirth. The 10′ pole, unbelievably, made it as far as edition 3.5, where it sold for 2 silver pieces. A 10′ ladder sold for 5 copper pieces. The joke was always that for the price of a 10′ pole, you could buy 4 10′ ladders, remove the rungs, and end up with 2 10′ poles, which you could sell for a profit. Classic D&D economics.

    The 10′ pole is also a classic disappears-while-not-in-use item, like a wizard’s familiar. My mind’s eye picture of a 10′ pole is of a guy probing the floor with a stick that is clearly 5 or 6 feet long. 10 feet is about twice as tall as a person! Someone carrying one around would really have to have it in one of their hands, meaning they couldn’t have a shield or torch in their offhand. How else would you carry it? Strap it to your back? Horizontally? You’d have to turn sideways to go through doors. Vertically? You’d have to duck or bow. It would totally prevent you from crawling through any network of twisty little tunnels, all alike.