Archive for the ‘fluff/inspiration’ Category

Printable Mazes and Monsters game board

Monday, May 23rd, 2011
This entry is part 34 of 34 in the series Mazes and Monsters

You probably remember sitting around with your friends playing Mazes and Monsters back in the 80s, but your mom threw away all your M&M stuff during the Tom Hanks Scare of ’82. And original Mazes and Monsters gamebooks are so hard to find on eBay! How are you supposed to play M&M retro clones?

Problem solved! I’ve lovingly restored the Mazes and Monsters game board onto hand-crafted free PDFs. Just print out two of each PDF and tape them together.

Mazes and Monsters board, bottom left and top right

Mazes and Monsters board, top left and bottom right


Between this and the Maze Controller’s screen, you’re just about ready to descend into a spiral of fantasy and madness. Candles not included!

Coming in a week or two: Paper-doll minis, suitable for Mazes and Monsters, or for any game system that features fighters, holy men, and frenetics.

rogue male

Friday, May 20th, 2011

Rogue Male by Geoffrey Household

Rogue Male by Geoffrey Household

Rogue Male is a spy chase story about an expert hunter and tracker on the run in Europe. Written in the late 30s, it might also be the first published story in the “What if you could kill Hitler?” genre.

A D&D adventure about sneaking around in the woods might easily devolve into a series of Nature checks. What Rogue Male brings to the table, and what you should bring into your skill challenges, is specificity.

Wilderness is not an undifferentiated mass of forest. There are swamps where a character might have difficulty resting, no matter what his Nature bonus. There are expanses of barren ground that you just can’t sneak across in bright daylight. A lot of skill challenge successes should actually require the PC to come up with a decent plan. Challenge PCs with specific situations, and require a plan of action, specific to the situation, before a skill roll is made. A PC who builds a raft to rest in the swamp, or hides in a wagon crossing the plain, gets to make a skill check.

If I were running a spy adventure as an extended Nature skill challenge, I’d also introduce some randomness. If I need to repeatedly come up with terrain off the top of my head, it’s likely to become stereotyped and nonspecific. I’d be better to make random charts for terrain and habitation: maybe we’ll roll up peculiar stuff, like a cabbage farm in the middle of the desert, but that will help us tell a story.

Christmas lights! Run!

Thursday, May 19th, 2011

Fitz poses the question: “If your character encountered something like this while lurking about underground looking for something to kill and/or steal, what would be your immediate reaction?”

Sadly, most 4e adventurers would probably think “There are several of them, so they must be weak.”

Sometimes you want to step out of the 4e assumption that every fight is level-appropriate. Maybe an area is particularly dangerous. If you just spring a killer fight on unsuspecting players, though, you’re just being arbitrary.

Here’s one way to take a middle course: when the players wade into combat with the first light ball, they find that it is a high-damage solo monster. During the battle, the next-closest light ball might drift ominously closer, but doesn’t join the fight.

When the players stand, bloody but victorious, over the creature’s dying sparks, they look down the hall and see this:

Possibly now the PCs will start thinking about finding an alternate route.

Use this race/culture randomizer to make your campaign completely original!

Monday, May 16th, 2011

In my campaign world, the…

northern humans …dress… in standard medieval garb
southern humans all Renfest: the guys wear doublets and rapiers and the girls wear bodices and tricorn hats
elves like Mad Max: one shoulderpad each, and 1 in 10 guys wears a jeweler’s loupe
dwarves like French aristocrats: white wigs, cravats, beauty marks
orcs in Victorian/steampunk garb
goblins for the Arctic regions, but for some reason they all wear midriff-exposing furs and chainmail bikinis
gnolls like I Dream of Jeannie
mermen all sword-and-sandal
gods/angels in loincloths and tattoos, and use blood used as facepaint
demons like various incarnations of David Bowie

The Pusher: an epic D&D campaign for you

Friday, May 13th, 2011

The Magazine of Fantasy and Science Fiction, Oct 1981

The Magazine of Fantasy and Science Fiction, Oct 1981

In a used bookstore, I picked up the Oct 1981 issue of The Magazine of Fantasy and Science Fiction. It looked like it had some interesting stories in it, but it was stolen before I finished it, due to a car-door locking mishap.

Before it disappeared, I noted this passage from “The Pusher” by John Varley:

It was a wonderful tale he told. It had enchanted castles sitting on mountains of glass, moist caverns beneath the sea, fleets of starships, and shining riders astride horses that flew the galaxy. There were evil alien creatures, and others with much good in them. There were drugged potions. Scaled beasts roared out of hyperspace to devour planets.

This sounds like a great elevator pitch for an Epic-level D&D campaign. If you put every one of these elements into the campaign, I think you’ve got yourself a foolproof Best Campaign Ever.

It sort of seems to takes place in the same time period as Krull (which would also make a better D&D campaign than it did a movie).

Atta

Friday, May 6th, 2011

Atta by Francis Rufus Bellamy

Atta by Francis Rufus Bellamy

I’ve always found giant ants to be a boring monster. The foot-long giant ant dungeon pests of 1e are actually OK for an encounter; but the horse-sized formians and similar races seem to require a whole adventure or episode of their own, and the idea of raiding an anthive and killing hundreds of identical monsters fills me with a naptime feeling.

Francis Rufus Bellamy’s 1953 adventure novel, about a guy who shrinks to half an inch tall and adventures among the ants, strikes me as the right way to go about using formians in a game. This way, you don’t need to put aside a part of your world to be ruled by a giant ant kingdom; you can vary the encounters with battles against giant bees and grasshoppers; and you can have a boss fight against a badass shrew. Those guys are super mean and scary looking! And they can be any size from half an inch to a foot long! You can use any of the excellent official D&D shrew minis already in your possession.

A super weird looking shrew.

A super weird looking shrew.

While your PCs are shrunk, have them make discoveries about their familiar surroundings they couldn’t normally make. Perhaps they climb into a tiny crack in the wall, and discover Diamond as Big as the Ritz, or a giant gold ring. When they return to their normal size, they can retrieve it. (Come to think of it, a ring makes some interesting defensible terrain for ant-sized PCs, forming a little fortress around one or four squares, behind which they can take cover.

The key to an interesting ant adventure is to make the ants sentient, as Bellamy did. Have the PCs choose sides in a war between an ant colony and a rival colony of slave raiders. Have them befriend ants, and ride them like mounts in daring cavalry attacks. When the PCs return to normal size, maybe they’ll have different feelings about the ants scuttling beneath their feet, over whom they now have such power.

Complete Gary Gygax Enworld Q&A, all on one page

Monday, May 2nd, 2011

If you’re interested in the history of D&D, one of your best resources is the long-running enworld “Ask Gary Gygax” threads. From 2002 to 2008, Gary Gygax answered a heck of a lot of fan questions. Unfortunately, there are over 500 pages in the Ask Gary threads, so if you’re looking for a specific anecdote, you have a lot of message board pages to click through.
For your Ctl-Effin’ convenience, I’ve compiled all of “Col. Pladoh’s” Ask Gary message board posts onto one (long) page.

Note: I edited Gary’s enworld posts into a book, Cheers Gary, for the Gygax Memorial Fund. At the request of the Gygax Memorial fund, I have removed this complete transcript of the Enworld Gygax Q&A. If you want to read his opinions, you’ll have to read them on enworld or await a second edition of Cheers Gary. I wish the Fund the best and hope they get the second edition printed soon.

picaresque adventure pitch

Thursday, April 21st, 2011

Here are the rules for my upcoming picaresque one-shot 4e game, using my item quality rules:

Welcome to Setine!

Setine is a beautiful desert city of gardens, beauty, and riches. The gardens and beauty are nice, but you’d REALLY like to get your hands on the riches.

Come to Setine with a level 1 character (or just show up and grab a pre-made character!)

 
Special Poverty Rules

Instead of the normal starting money (100GP) you start with 10 GP and a ragged set of clothes. You’re too poor to afford most normal equipment, but you’re in luck! For every piece of equipment from the Player’s Handbook, there is a “bad” version that costs 1/10 the price! Every piece of bad equipment comes with some flaw: bad weapons break on a natural 1, bad food has a chance to make you sick, etc.

Room and Board

Normally, D&D characters don’t have to worry about their next meal, but in Setine, you’re only a day or two away from starvation.

The Golden Grapes: A fine inn in the respectable Silver District. 7 SP per night or 30 per week.
The Ragman: A disreputable inn. Keep an eye on your possessions! Located in the beautiful Baths District, where all the streets are flooded with a foot of standing water. 7 CP per night or 3 SP per week.
Sleeping on the streets: FREE! But you won’t heal or get your daily powers back.

Traveling in the City

When traveling between neighborhoods, you can either take the high roads or the back streets. On the high roads, the guards will let you through if you have appropriate clothing (normal clothes for middle-class neighborhoods, fine clothes for rich neighborhoods). If you take the back streets, you might run into a gang or other unpleasantness.

Everything below here is optional! You don’t have to read it if you don’t want to!

OPTIONAL: Backgrounds

You can take one of the following 10 backgrounds, which give you unique advantages and disadvantages, or you can skip the backgrounds and come up with any backstory you want.

Traveler: You’re not from Setine. You might be a sailor, merchant, con man, mercenary, or any other type of fortune seeker. You heard that Setine was paved with gold, but that doesn’t seem to be true in your neighborhood. Advantages: You speak the Southern language. Also, please tell me about the moneymaking opportunity that drew you to town. It might still work out! Disadvantages: You’re not from around here. -2 to Streetwise checks.

Honest Guardsman: You work under incorruptible Captain Pike (“The Tarrasque”). You can barely survive on your guardsman’s salary. Advantages: Start with a free low-quality spear (breaks on a natural 1) and low-quality chain mail (breaks if you’re critically hit). You have access to patrol schedules, so you can always summon a guard patrol within a neighborhood. Half the guards are honest, and inclined to be friendly. Disadvantages: Half the guards are corrupt, and inclined to be unfriendly.

Corrupt Guardsman: You work under good old Captain Falstaff (“The Wine Cask”). You make a little money on the side, but that’s the only way to survive on a guardsman’s salary. Advantages: Start with free chainmail and spear and guardsman uniform. You have access to patrol schedules, so you can avoid the guards within a neighborhood. Half the guards are corrupt, and inclined to be friendly to you. Disadvantages: Half the guards are honest, and inclined to be unfriendly.

Guild thief: You’re a low-ranking member of the respected Thieves Guild. Advantages: Access to “safe houses” in each neighborhood, and a fence that buys at 2x the normal fence price. Disadvantages: Half the people and houses in their city pay their dues to the Guild, and you are not allowed to rob them.

Guild beggar: You might be a pretend cripple or a plucky street orphan. You work for Vomit, the eccentric leader of the Beggar’s Guild. Advantages: Free access to the sewers (from every neighborhood except the Baths, where the sewers are underwater). You can beg (a minigame that can make you money). Disadvantages: You start with 3 GP instead of 10 GP.

Struggling Artist or Student: You’ve been living in a garret working on your play/painting/translation/performance. If you could just get some rich backers, you could release it to the world and probably be a huge success! Advantages: If you can raise at least 300 coins, you could release your masterwork, which could pay you back ten times over if it’s a hit! Disadvantages: Success is based on your artistic skills.

Orc: Orcs are commonly used as bodyguards and mercenaries. You’re between jobs. (For orc, use the stats of either half-orc or goliath). Advantages: +2 Intimidate. Free entry to the orc camp. Once a day, you can get 1-6 orc friends to help you on a job. Disadvantages: Poor orcs are generally regarded with suspicion, because when they’re hungry they smash things.

Noble: You’ve sold your lands, pawned your heirlooms, and your friends are avoiding you. If you could just raise 5000 GP you could pay off your debts and get a fresh start. Advantages: Start with a set of fine clothes. You also have a masterwork weapon (+1 to hit), but it’s pawned. You can redeem it for 100GP. Disadvantages: Half the merchants in the city refuse to do business with you. Debt collectors are combing the city for you. If they catch you, prison is the best-case scenario.

Disgraced Paladin: The Order of Tima (the “knights in white satin” are a pretty easygoing group of paladins devoted to courtly love. I don’t know what you did to get under their skin, but they’ve kicked you out of the Citadel of Love. Advantages: You start with your uniform, a fine suit of white clothes that gives you a +8 AC bonus as long as it is immaculately clean. Disadvantages: Becoming Bloodied or travelling through the filthy Baths district has a chance of dirtying your uniform.

Illegal Necromancer: You’re a wizard or cleric who worships a certain god who is unjustly suppressed in these parts. You’ve been kicked out of your former church or wizard’s college for your progressive beliefs. Advantages: When you find a corpse, you can raise it as a level 1 skeleton or zombie helper. You can only have one helper at a time. Disadvantages: Necromancy is illegal; the guards had better not find out about your little helper.

The Key to Rebecca

Friday, April 15th, 2011

The Key to Rebecca by Ken Follett

The Key to Rebecca by Ken Follett


The desert was carpeted with flowers.
“It’s the rain, obviously,” said Vandam. “But…”
Millions of flying insects had also appeared from nowhere, and now butterflies and bees dashed frantically from bloom to bloom, reaping the sudden harvest.
Billy said: “The seeds must have been in the sand, waiting.”

During and shortly after a heavy rain in the desert (an event about as common as a rare planetary alignment, which is to say once during the PCs’ career), giant, extravagantly colored flowers carpet the desert. Bees, butterflies, and flower fairies seem to be everywhere. For a day, it looks more like the feywild than the desert. The flowers are called desert blooms, and the PCs will make a fortune if they harvest and preserve them. They’re a magical ingredient coveted by wizards. The PCs will have to hurry, though, because the blooms will have disappeared in a few hours. Desert blooms hold water like cups, so for a short time, the parched PCs will have as much water as they can drink.

nervous giggling

Monday, April 11th, 2011

A hyena freaking everyone out.

A hyena freaking everyone out.

I’ve been working on the Bestiary for Mazes and Monster but don’t quite have it ready. Since I’ve been thinking about monsters and madness, I did have this creepy – potentially horrifying – D&D idea:

When you’re running a gnoll battle, keep up an irritating nervous giggle during the PCs’ turns. (Did you know hyenas giggle when they’re overexcited or nervous?) Then, during the gnoll’s turns, while you’re busy rolling dice, get the other players involved. Have all the PCs, except the one getting attacked, cackle at the targeted PC. What will that do to the psychology of the person being isolated? What about to everyone else? I can imagine it creating a weird Stanford Prisoner Experiment vibe.

Luckily 4e turns are too short to do lasting psychological harm. PROBABLY!