Be Lawful Evil this Thursday!

March 13th, 2012

This Thursday I’m DMing as part of the opening of the RPG-themed Big Reality art show in the 319 Scholes gallery, Brooklyn, curated by Brian Droitcour.

It may seem a little weird that I’m DMing as part of an art opening, but it all makes sense, I think. I (and my players, who include blogofholding friends Tavis Allison, Rory Madden and Mike Mornard) will be part of Brody Condon’s “Lawful Evil”, a performance piece where everyone plays Lawful Evil characters.

My gimmick: I’ll be using Mazes and Monsters rules to add extra creepiness and misinformation to the mix. (Check out this great clip of Mazes and Monsters gameplay.

As for the rest of the show: here’s Brian’s take on it:

“Big Reality” proposes that contemporary everyday life seamlessly integrates elements of fantasy and play through consumer technology and networked media. The exhibition explores this proposition through artworks that draw imagery, themes, and devices from a relatively young and heavily stereotyped genre of play: the fantasy role-playing game. Born in the early seventies, when Dave Arneson and Gary Gygax hacked the rules of historical war simulations to make room for individual heroics and magic spells, the RPG blends game and narrative, systems and storytelling. It brought romance and adventure to models of numerical cognition, which appealed to players familiar with nascent computing culture. “From Nethack to play-by-post forums on the WWW,” an Ars Technica blogger wrote in 2009, “the first thing that computer geeks do upon inventing a new medium is play Dungeons and Dragons with it.” Whether played with dice and pencils, costumes and props, or a videogame console, the RPG codes a particular, specifically contemporary relation of the self of the world, one in which technology and abstraction, fantasy and play are deeply implicated in the routines of everyday life.

Fluxus and Oulipou captured the spirit of a freshly cybernetic world in works that incorporated chance, systems, open-endedness and open relations between author and audience. Gygax and Arneson gave the same spirit a popular form. With a few exceptions, the works in “Big Reality” are not games. Rather, they crystallize in a variety of mediums the expansive attitude toward life that play and imagination afford. The exhibition’s artists grew up in a world with RPGs, in a time when concepts of “virtuality” and “real life” were necessarily disrupted as everyday modes of communicating and receiving information about the world rapidly changed. For them, fantasy is not an escape but one of many facets of an increasingly big reality.

With work by: Arcanebolt (Mark Beasley, Taras Kemenczy, Alex Iglizian), Bradley Benedetti, BFFA3AE, Laura Brothers, John Bruneau, The Center for Tactical Magic, Jacob Ciocci, Brody Condon, Chris Coy, Julia Ellingboe, Desiree Holman, Timothy Hutchings, Butt Johnson, Daniel Leyva, Guthrie Lonergan, Nick Montfort, Shana Moulton, Brenna Murphy, Oregon Painting Society, Robby Rackleff, Billy Rennekamp, Deb Sokolow, Eddo Stern, Third Faction, John Tynes, Andrej Ujhazy, and David Wightman.

what’s the Armor Class of real-world geniuses?

March 12th, 2012

In 4e, your Intelligence modifier is applied to your Armor Class. That means we can finally determine the AC of real-world geniuses!

It’s easy to translate your IQ score to your D&D Intelligence. According to Dragon Magazine #8, “look up the results of the most recent IQ test you have taken and divide the result by ten. This number is your intelligence rating.” That does give us a fairly realistic range: an average IQ of 100 would translate to an average Intelligence of 10, and an 18 Intelligence would translate to a 180 IQ, which is around the point where IQ tests stop measuring.

We all know from experience that it is hard to hit a genius with a sword. But now we can answer the question, “how hard?”

Richard Feynman: IQ 126
Source: His autobiography.
Feynman’s surprisingly low IQ is both evidence that IQ is a deeply flawed way to measure intelligence and proof that Feynman gets a puny +1 bonus to his Armor Class. Unless Feynman’s Dexterity is 14 or higher, that means that Richard Feynman’s Armor Class is 11.

Bill Gates: IQ 160
Source: A conversion of his old-style SAT score of 1590.
Bill Gates had an Intelligence of 16 in high school. If he has leveled up to level 8 since then, he would have gotten a stat boost up to an Intelligence of 18. In AD&D, of course, Bill Gate’s level would be astronomical, because he would have gained so much XP from acquiring wealth. In 4e, though, he’s probably low-level, having gained all his XP from Major Quests to defeat Apple and the Department of Justice. Note: Bill Gates recently bought the Codex Leicester, a collection of writings by famed genius Leonardo Da Vinci. That sounds a lot like the type of item that would raise the reader’s intelligence. But without hard evidence, we have to assume that Bill Gates’ Armor Class is 13.

Stephen Hawking: IQ 160
Source: this PalScience article
Stephen Hawking’s AC is difficult to determine, because although he gets a +3 AC bonus for high intelligence, he is almost completely paralyzed. It’s hard to say what status effect that is. At best, he’s Immobilized, which means he can’t move; he might also be Restrained, which means he’s immobilized and grants combat advantage. Let’s say that’s the case, in which case Stephen Hawking’s Armor Class is 13 but he grants combat advantage.

Dave Mustaine: IQ 160
Source: An unverified rumor that went around when I was in high school. I can’t find any reference to it online, but I believe the burden of proof lies with the accusor. Besides, look how well Dave did at Celebrity Jeopardy.

As you can see in this picture of Dave, he is wearing leather armor. That means Dave Mustaine’s Armor Class is 15 (+3 for Intelligence and +2 for armor).

Marilyn vos Savant: IQ 228
Source: http://www.bookrags.com/biography/marilyn-vos-savant/
Marilyn vos Savant was listed in the Guiness Book as the smartest person in the world. Her Intelligence score of 22 is out of the normal range of human intelligence, and indicates that she must be at least level 8 (starting with an 18 Int, getting 2 points from race, and getting attribute increases at levels 4 and 8). Since she’s level 8, she also gets a +4 bonus to her defenses, including AC. Her Intelligence is the same as a Cambion Hellfire Magus, a Pit Fiend, or a Rakshasha Assassin. That means that, in the event of her death, any of those monsters could take over her column “Ask Marilyn.” Marilyn vos Savant’s AC is an astonishing 20 – and that’s unarmored.

Gary Gygax: IQ over 200
Source: The Washington School of Psychiatry via Gary himself. “When I was at the Washington School of Psychaiatry in 1984 (IIRR) speaking to the faculty on creatiity, the concensus was that my IQ was very high–over 200.”
Who am I to argue with the Washington School of Psychiatry? If they say Gary’s IQ is over 200, Gary’s IQ is over 200. He certainly had a high functional vocabulary. Therefore, Gary Gygax’s Armor Class is 15.

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

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

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:

Dungeon poster: Bonus goal #1 reached! Bonus goal #2: free dwarves!

March 9th, 2012

The response to my Random Dungeon kickstarter has totally floored me. Two days after it went live, it’s at 150% of its goal!

We’ve officially hit our first bonus goal of $3000, so everyone who pledged $22 or more will get a bonus signed poster. If you already pledged $17, consider adding $5 to your pledge: you’ll either get a second Random Dungeon poster to give to a friend, or a Wandering Monster poster that you can use to populate your random dungeon.

Now we should start talking about what else you guys will get for pledging. If the kickstarter keeps going strong, I’ll keep making up bonus goals, and your poster tubes will arrive jangling with all sorts of booty.

Bonus goal #2: If we hit $4000, every backer who’s donated at least $22 will get a bonus dwarf in their poster tube. Probably not a real dwarf. Either a patch, sticker, or (my favorite option) a rub-on transfer of the Suspicious Dwarf from the Random Dungeon poster. I had D&D rub-on transfers when I was a kid and they were boss. I’m investigating pricing now and I’ll keep you updated.

PDF note: I should also mention that everyone who gets a poster will also get a PDF of the poster: the PDF is not limited to $5 backers.

Art donation: Finally, I’ve agreed to donate my original artwork to Tim Hutchinson of PlaGMaDA (The Play Generated Map and Document Archive). He might regret that when he sees the bundle of assorted scraps he’s getting.

Thank you so much for backing the poster, guys! You’re all amazing!

Playing D&D with Mike Mornard: D&D as a loving pastiche

March 9th, 2012

During last night’s D&D game, DMed by original Greyhawk player Mike Mornard, we talked about a story I’d recently heard on an old episode of RadioLab, about a composer named Jonathan Cope. Cope wrote a computer program that could analyze the works of a classical composer – their musical intervals, chord progressions, and other patterns – and instantly generate new music in the same style: pastiche Bach, or pastiche Mozart. To my untrained ear, some of the music sounded pretty plausible. One faux-Beethoven piece sounded a lot like an alternate-history version of the Moonlight Sonata. (As Mornard noted when I told him the anecdote, Bach would be especially easy to analyze, since he was consciously playing number games in his music.) Other composers resist the idea of Cope’s computer-generated music, but Cope, I think, was acting on a respectful, loving desire to have more of the music he loved. I think that’s what gaming, fan fiction, and other forms of fandom are all about, at some level: the desire to understand the rules of the world you love, so that, for a little while, you can live there.

During our D&D game, we also talked about something seemingly unrelated: the upcoming John Carter movie. I’ve been a huge fan of Edgar Rice Burrough’s Martian books since I was a little kid, and I waver between a hesitant optimism and a fear that Hollywood’s Mars won’t live up to twenty-five years of memories. That’s a look into the soul of a pessimistic fan, the kind who just isn’t prepared to be happy.

Mike has a different attitude. “If I can see some Tharks tearing it up, I’ll be happy,” he says. That’s a look into the soul of a happy fan.

The Martian books are very influential on D&D and TSR, Mike reminded me. The original D&D books are rich with Martian references. The wandering monster tables contain references to the following monsters, all natives of Burroughs’ Barsoom: Thark, Thoat, Calot, White Ape, Orluk, Sith, Darseen, Apt, Banth, Red Martian, Black Martian, White Martian, and Yellow Martian.
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Kickstarter: Random Dungeon Generator as a Dungeon Map

March 7th, 2012

I’m making a giant poster that will encapsulate the original Dungeon Master’s Guide dungeon-creation rules on a playable dungeon map. I’ll be funding it as a kickstarter.

GO HERE AND PLEDGE!

The above is just a little piece of the poster, which is currently ten square feet of half-inked, insanely detailed dungeon map, filled with hundreds of corridors, rooms, traps, monsters, stairs, treasures, and other dungeon features, as detailed by the DMG’s Appendix A.

Here’s how you can use it: This project is an experiment in information presentation. It’s based on a couple of facts: a) the information in the DMG’s random dungeon charts can be rendered as a flow chart; b) any flow chart can be rendered as a dungeon; c) therefore, the procedure to make dungeons can itself be drawn as a dungeon. There are a couple of ways to use the poster.

a) You could use the poster to generate traditional dungeons: As a DM or as a solo player, you could trace your way through the dungeon, rolling dice at decision points and mapping on graph paper as you go, just as you would using Appendix A from the DMG. You’ll end up with a unique dungeon map.

b) You could skip the mapping and wander through random dungeons: There’s no need to map: if you follow the arrows through the dungeon, you’ll be presented with a succession of passages, doors, and wandering monsters. You can use minis or counters to track your place in the dungeon and your current dungeon level. You’ll meet different challenges every time you play.

c) You could ignore the dungeon-generation rules and use it as a literal dungeon: go through this door and find some stairs; go through this passage and find some treasure. If you do it this way, it will be the same dungeon every time.

d) You could hang it on the wall: OK, I drew it, so I’m not impartial, but I think this poster is pretty nice looking. It’s got a central portrait of the recurring page-border adventuring party from the 1e DMG, and along the edges there are lots of details to stare at.

Sounds good, right? You should

GO HERE AND PLEDGE!

Edition: The poster is pretty edition neutral. It can be used as is for D&D, 1e, and 2e as it is. For 3e, for specific tricks/traps you need to convert the occasional “save vs. magic” to “Will save” or whatever. For 4e, you’ll use “will defense” and probably double all trap damage. I play in OD&D and 4e games, and I plan to use it for both campaigns.

Here’s what it looks like: The poster is not fully inked and cleaned up yet, but I can show you a couple of pieces. Here’s a section called “Stairs”, and here’s the DMG chart upon which it’s based.

Here’s what the kickstarter is setting out to do: First, I’m raising money to print the poster. Second, I also want to reprint my OD&D Wandering Monsters poster, which is now sold out.

I’d like to get the posters delivered to pledgers by April 17, when Wizards reprints their first edition core books. My Dungeon Map generator gives you some dungeoncrawling fun to indulge in while you wait for Wizards to reprint some adventures.

If we raise extra money, I have a bunch of bonus goals in mind.

If we raise $1000 more than my goal, everyone who pledged at least $23 gets a free poster, either this poster or the OD&D wandering monster poster, their choice.

If we raise more than that, I have some other donation plans: I’d like to be able to donate 50 or 100 posters for the Gygax Memorial Fund to sell at Gen Con. I think the posters might be able to raise a couple thousand dollars.

I’m pretty sure I must have sold you by now so

GO HERE AND PLEDGE!

do you want to play some Mazes and Monsters? what about Dwimmermount?

March 6th, 2012

I’ve been remiss in finishing my retro-clone of the bizarre RPG from the movie Mazes and Monsters: maybe if my planned Random Dungeon Kickstarter works out I will try to print M&M as a game book. If you’re not yet familiar with the rules, check them out: they’re insane.

I mention this because, next week, I will be running a game of Mazes and Monsters in a museum, and, if you can make it to Brooklyn, you’re invited.

Come to Brian Droitcour’s Big Reality show on March 15, at the 319 Scholes gallery in Brooklyn. One of the pieces will be “Lawful Evil”, where I will run a game for a party of evil players. The game system will be a Mazes and Monsters/OD&D hybrid, and the adventure will be a preview of Dwimmermount, James Maliszewski’s megadungeon.

If you want to play, though, be warned: Mazes and Monsters is the game that drove Tom Hanks INSANE!

Fixing the elemental planes

March 5th, 2012

Featureless expanses of earth, air, fire, and water are just not that interesting, even liberally sprinkled with elementals. That’s a core problem with most of the D&D planes of existence – they’re more like allegories than locations. Unless you’re playing Pilgrim’s Progress: The RPG, allegories probably don’t feature heavily in your weekly game.

In my opinion, the best planes are the ones you can wander into unawares: the faerie kingdom, the land of the dead, dreamland: and the inhabitants will seem strange and frightening, and the rules will not be the rules you know, but they will be close enough that you won’t have to wear a space suit.

With that in mind, here’s my attempt to fix the elemental planes: earth, air, water, and fire.

Earth: The plane of earth is no fun because there’s nothing to do except get encased in solid rock. What if, instead, it’s a vast megadungeon, aware and malevolent like the dungeons of OD&D? Like all the best planes, it has its own rules: that everyone but you can see in the dark, and that doors that stick for you open easily for monsters. In fact, many dungeon crawl campaigns might as well be set in the Plane of Earth, except that the players occasionally “go to town” to rest and sell their loot. This fabled “town” might be one of the strange bubbles in the Plane of Earth, little places where people live in the illusion that there is a whole aboveground world around them.

How can you wander into the Plane of Earth accidentally? A lot of dungeons are filled with pits, and some of the pits are bottomless. Bottomless pits drop you into the Plane of Earth. You could keep falling in such a pit for minutes or days: you stop when you successfully grab at a door or ledge along the side of the pit. (Long drops are common in the Plane of Earth, and the rules of the plane are such that an otherwise deadly fall always leaves you with 1 HP). Falling for miles is easy: finding your way back up to the real world will be a Herculean task. Depending on how far you fell, you might have to adventure your way up past dozens or thousands of dungeon levels to find the portal you fell through. How’s that for claustrophobia?

Air: Just as the Plane of Earth is below us, The Plane of Air shouldn’t be an infinite, featureless expanse: it’s in the sky. I assume that we’ve all looked down at the clouds out of the window of an airplane, and imagined striding across them like giants. But even in the world of D&D, clouds aren’t usually solid.

When you travel to the Plane of Air, the natural world becomes insubstantial, and you start to gently ascend as if on an air current. Cloudstuff is the only thing that you can touch. The clouds are constantly changing, their castles and villages appearing and disappearing, and the creatures of the clouds come and go too: you might see a cloud deer emerge from the billowing ground, run from a cloud wolf, and then dissolve, and leave not a rack behind.

Furthermore, when you’re on the clouds, you can interact with the storm giants. In normal life, storm giants cannot physically attack or be attacked by the creatures of the natural world. (They can, however, throw lightning bolts at the creatures of the prime material plane.)

Fire: For this one, I’ll use an idea I mentioned before: of a campaign world where fire was sentient, and had lineage. A fire lit by another fire would share many of its characteristics, as a child does of its parent.

Fires in this world could level up: a level-one fire would be one that was just lit for the first time, and would have no special powers. A level-twenty fire might have an intelligence, wisdom, and charisma of 20, and a bunch of special powers: telepathy, the ability to burn without consuming fuel, and the ability to burn with blue cold.

Rather than an endless plain of flames and lava, the Plane of Fire would be a world that was dark in many places: with no sun or moon, it would only lit by bonfires, the great Eternal Fires that rule kingdoms, and the torches borne by mortal slaves.

Water: I’ve racked my brain and I can’t think of a way to make a Plane of Water that’s significantly cooler than a garden-variety ocean. Sure, it could be infinite, but infinity is overrated. Just making something big doesn’t necessarily make it more interesting. So do you have any ideas?

feyswords

March 2nd, 2012

Through the press he saw feyswords glittering, glimpsed auburn hair and sparks of pale viridian. Then he was pushed back, until the gate receded from view and thought.
Greg Keyes – The Briar King

As we know from this infographic, planes have levels. For instance, the feywild is approximately level 7 through 20.

Since the PCs and monsters from the feywild have an average level of 13, common feywild weapons can be given an appropriate bonus for a level 13 character or monster. Just as +1 swords are the generic magic weapon of the natural world, +2 feyswords (plus or minus one) are the standard among the feywild eladrin.

Feysword: A +2 mithral blade that glitters in the faintest light. When the eladrin armies march to battle, they do so bearing feyswords.
Advantages: 1) A feysword can be treated as a longsword or rapier, whichever is more advantageous. 2) As a free action, a feysword’s user can cause it to glow like a torch. 3) Feyswords do +5 damage to creatures with the Shadow keyword.
Drawbacks: 1) When a feysword is drawn, it confers a -2 penalty to Stealth checks involving hiding in the shadows. 2) If a feysword is exposed to the sunlight of the natural world for three consecutive days, it becomes Sunrusted.

Sunrusted Feysword: A feysword that spends much time in the natural world is likely to develop a patina of gold flecks along its silver blade: sunrust. It acts like a +1 sword, but has all of the other advantages and drawbacks of a feysword.

Lordly Feysword: Its pommel studded with jewels and its blade an interlocked pattern of mithral ivy leaves, this feysword has an enhancement bonus of +3 (or higher) and is frequently used by fey lords.
Advantages: 1) It is immune to sunrust. 2) It does +10 damage to creatures with the Shadow keyword.

Other planes can have their own common weapons: the typical weapon of the astral plane is a +3 angelsteel greatsword.