gaming with one of the original D&D players, part 2

January 9th, 2012

Last week I played a D&D game DMed by Mike Mornard, a veteran of Gygax’s and Arneson’s gaming groups. A lot of the original assumptions of Gary’s and Dave’s game didn’t make it through the Little Brown Books into my brain, so as we played, I asked Mike a lot of questions.

mapping

At the beginning of our game, I made the mistake of asking the group, “Who wants to map?” Since I had asked first, I was elected to the position. I am a piss poor mapper, especially on non-graph paper. At the end of the game, Mike compared his map to my scrawl, and the contrast was disheartening. On the other hand, my inaccurate, twisted fun-house version of the dungeon was topographically the same as Mike’s map, in the same way that a donut is topographically identical to a coffee mug, and I had been able to accurately steer our group through the map’s twists and turns.

Mike’s map-describing style was approximately like this. “You go ten, twenty, thirty feet north, and hit a wall. You can go east and west along the wall.” He’d wait for input, like “We go east”, and then continue, “Ten, twenty feet east, and there is a ten-foot wide passageway in the north wall. The stonework here is rougher. The north passage goes straight as far as you can see.” As the party mapper, I would sometimes just say “North” or “East”. This presentation felt oddly like a text adventure: maybe Action Castle is closer to the original version of D&D than I thought.

One thing that actually made mapping easier: the fact that our light sources were important. We could only see twenty or thirty feet in any direction, which helped focus our decisions. Even in a big room with lots of details, we were only in the position to see a couple of our choices at the same time.

Mike mentioned that he went to high school with Rob Kuntz, Gary’s eventual co-DM. Rob had an eidetic memory, and when he was playing in Gygax’s dungeon, he didn’t need to map and never got lost. Sometimes he would correct Gygax. Mike did his impression of Gary crying, “Curse you, Kuntz!”

I should add that, as the mapper, I got a lot of the DM’s attention. Mapping is a big slice of the OD&D pie. This meant I was always engaged, and so was the DM, but what did the other players do while I was asking for clarifications about the length of the east wall? Probably zoning out a little – especially since cross-table chatter was frowned upon. So far I’ve only experienced OD&D as the mapper and the DM, so I’ll have to try a different role next time.

character background

Someone asked Mike, “How much character background did you do in the old days?” Mike came back with a pretty quotable line: “The cool thing about your character was what you did in the game.” Characters had backgrounds like “fighter” or, at most, “the youngest son of a landless knight”.

Mike added that DM game pitches should be short as well: the opening crawl to Star Wars is only 92 words long (Mike went on to quote the crawl from memory: I’m a big Star Wars fan but I was outclassed.) Gary Gygax pitched D&D as, “Want to try this new game called Greyhawk where you kill monsters and get treasure?”

I was also interested in this quote because, from this and other quotes about the “Greyhawk campaign”, it sounds like players thought of the game as “Greyhawk”. Imagine if D&D had been published as “Greyhawk”: just that name change would cemented the setting right in the middle of the game, and really changed how a lot of people play, I bet.

Chainmail and game development

Mike commented that Chainmail was still his favorite minis game. He said that when they introduced new players to the game, they would just give the players a few units to keep track of (battles were often played with four or five players). New players could expect to get beaten for a couple of games too.

Mike credited Chainmail’s good rules to Gary’s maxim, “I’d rather have a good rule now than a perfect one in a year.” I’d never heard this ascribed to Gary before, but it makes a lot of sense, and when we’re wondering why this D&D class requires so many XP to level up or whatever, it’s good to remember that Gary, Dave, and the other D&D contributors were coming to the table with new rules all the time: those they like stayed, even if some pieces of them were arbitrary and not fully thought-out. It didn’t make sense to kill yourself perfecting every detail while there was still so much new game-design ground to cover.

This post is getting long, and I still have a lot of game notes to get through! I’ll do one more post, and try to cover Mike’s wisdom on monsters, treasure, character classes, and combat rules.

gaming with one of the original D&D players

January 6th, 2012

Yesterday, Tavis enticed my gaming group to the Soho Gallery for Digital Art for a D&D art/gaming event. The bait on the hook included Doritos, new art by Erol Otus and other cool people, and a game DMed by Mike Mornard. Mike played in Gary Gygax’s DND game in 1971 AND in Dave Arneson’s game and Phil Barker’s game. The guy had a talent for finding cool gaming groups.

Since I’ve appointed myself a minor curate in the Church of Preserving Cool D&D History, I couldn’t resist the opportunity to pepper Mike with questions. I also got to play a session in his game, and made a real hash of being the party mapper. (What else would you expected from a 4e player?)

Mike showed off some of his autographed books: his 1e Player’s Handbook was signed to “Lessnard the Wizard”, one of Mike’s characters. Apparently, when he was level 1, Lessnard had the distinction of surviving a solo trip to level 3 of the Greyhawk dungeon. Lessnard was alone because he couldn’t convince any hirelings to join him – he had lost too many hirelings in the dungeon already. Mike produced that story to demonstrate that, contrary to common belief, a lowly level 1 wizard had plenty of survivability!

It sounds like Lessnard adventured over several solo adventures with Gygax, which seems to have been pretty common in the old days. I’d heard that low-level characters often travelled in groups while high-level characters adventured solo, with just their henchmen to back them up, but from the Lessnard story, it appears that even ill-advised level-one characters sometimes attempted the feat. On the other hand, Lessnard’s survival was notable enough to be memorable for 40 years, so maybe it wasn’t a common practice.

Mike gave a fascinating account of a typical early D&D game, with a peculiar detail that I’d never heard before. Gary never used maps or minis: maps and minis were Dave Arneson’s thing. Gary ran games in his office, which was provided with chairs, a couch, and file cabinets. While playing, Gary would open the drawers of the file cabinet and sit behind them so that the players COULD NOT SEE HIM. They only experienced the Dungeon Master as a disembodied voice.

During games, cross-talk was discouraged: the party caller did most of the talking, and other players only talked if they had something to contribute. If the players chattered too much, they’d miss what the Disembodied Voice was saying, and that would be, as Mike put it, “suicide”. “You could feel the tension in the room,” he added.

It’s a very different style than the way I and my friends play. We do a lot of joking and chattering, the DM doesn’t kill you for not paying attention, and apart from a few suspenseful moments, tension at the table is often low. I honestly don’t think one way to play is necessarily worse than the other, any more than comedies are worse than suspense movies or vice versa. I’d be happy to play in either style of game – preferably both.

Mike said a lot more. I’ll try to write up the rest of my notes – including answers to questions about mapping, classes, weapons, and roleplaying in the early days – in the next post.

Dust of Appearance, leveled

January 4th, 2012

Cullen’s Dust of Appearance Any creature who enters the Dust of Appearance’s zone will sparkle. invisibility will be impossible, stealth will be at -5, and removing the sparkles requires either a wash or an extended rest. While sparkly, subjects leave a glittery trail that can be easily followed.

My old houserules for leveling magic items mean that every piece of magical treasure has the potential to gain power in ways that the players can’t predict. Furthermore, WOTC recently invented the concept of the “rare magic item,” but we don’t yet have lots of examples.

While some items may get mechanically better (for instance, a +1 sword becomes a +2 sword), it’s more challenging to improve items that don’t have numeric bonuses. I thought I’d go through the Wondrous Items in the 4e Player’s Handbook and give examples of how each could gain powers that reflect their history.

Adso of Melk’s Dust of Appearance of True Thoughts
When you sprinkle this dust on a page of text, handwriting appears in the margin, annotating the author’s true thoughts as he or she wrote the page. The new text is in the author’s handwriting, in a different color of ink. If the document was written in good faith, no new writing appears.

If the author is alive, you must make a wisdom, intelligence, or charisma attack against their will in order to see their thoughts appear on the page.

Adso’s dust is especially handy on diplomatic treaties and self-serving revisionist histories.

Dust of False Appearance
When this dust is sprinkled in a zone, in addition to its other effects, 1-3 illusionary monsters, of random type, are “revealed”. With a minor action, the dust’s owner may grant move actions to all the monsters. The monsters disappear if they are attacked or leave the zone, or at the end of five minutes.

rituals and alchemy as daily powers

January 2nd, 2012

Using money to restrict the use of rituals and alchemical items doesn’t work particularly well: the D&D designers have admitted this and aren’t exploring the ritual/alchemy design space much these days.

Here’s how I intend to fix the issues in my game:

1) Rituals and alchemical recipes are daily powers. You get one free use of each ritual/alchemical recipe you know. You automatically prepare the ritual, potion, or whatever during each extended rest.

During the extended rest, you can decide to prepare more than one use of the ritual or item: each extra use will cost you the item’s normal cost.

2) Rituals and alchemical recipes are given as treasures. Just as most magic items aren’t sold in magic shops, most rituals and recipes are long-lost prizes awaiting brave adventurers. Low-level parties will have access to only a few, while high-level parties, with access to lots of rituals and consumable items, will have a lot of versatility.

Rituals and alchemical recipes will be sharable among anyone who meets the requirement for using them. Knowing a recipe lets you create any version of that item of your level and lower: for instance, if a level 7 character knows the recipe for alchemist’s fire, he or she can create level 1 or level 6 alchemist’s fire.

3) There will be some common rituals and recipes. Just as characters can buy Common magic items like +1 swords, they will be able to buy well-known rituals and alchemical compounds.

Common rituals:
-All level 1 rituals
-Enchant Magic Item
-Brew Potion
-Linked Portal
-Raise Dead

Common alchemical items:
-All level 1 items
-tanglefoot bag
-alchemical silver

And for fun, here’s a new alchemical item:

Glowgas: Glowgas is stored in a vial, and thrown at enemies the same way holy water is. It has the same cost, range, and attack bonuses as holy water. It can also be applied to objects.

On a hit, the target takes no damage, but is surrounded by a swirling golden light. The target casts dim illumination within two squares, and has a -2 penalty to Stealth checks and all defenses. A creature or object in a glowgas cloud can be seen even inside a zone of darkness.

Once a turn, the target may spend a minor action to try to dissipate the gas: this allows a saving throw. Otherwise, the gas does not disperse until the next rest.

The glowgas recipe is used by dwarven drow hunters, and is only shared with those who prove themselves enemies of the drow.

Melancholia

December 30th, 2011

My New Year’s resolution: Class up my D&D game! Instead of tankards of ale, my barbarians will swig tankards of the ’55 Chateau Margaux. And instead of drawing adventure inspiration from pulp fantasy novels, I will use art movies and articles published in the Journal of Literary Theory.

First up: the Czech movie Melancholia, directed by Lars von Trier!

The opening sequence of the movie is a series of extremely slow-motion shots of Kirsten Dunst in and around a golf course. In one shot, Kirsten is moving at a minute-hand crawl, while a cloud of insects seemed to be moving at full speed. I thought that, at the rate they were flying, they might not even be visible in Kirsten’s time frame.

I’ve already run an adventure where the party bargained with friendly quicklings, which move so fast that humans cannot understand their speech. The quicklings overcame this obstacle by drawing pictures for the humans.

On the other side of the time scale, what if PCs needed to communicate with creatures that moved incredibly slowly? The creatures might be sentient trees, like a decelerated version of Tolkien’s Ents, or they might be living statues in a palace: few even know that they are moving at all.

Imagine a ritual that can cause you to slow down to their speed. As you cast it, the sun overhead would accelerate until it was flickering overhead. You’d hear a bass growl, which would raise in pitch until you recognized it as the speech of the trees, or statues.

You’d want to conduct your interview quickly. The DM would track the number of sentences you exchanged with the statues (or trees): each one would cost a month of game time.

(My review of the rest of Melancholia: Right before I went to see the movie, I read Nancy Balbirer quoting David Mamet: “In show business, women who are lucky enough to find employment are asked to do only two things in every role they ever play: take your shirt off and cry.” Melancholia did not disprove this postulate.)

7 feasts and 6 fasts

December 16th, 2011


“Did you not know that Lord Dillan is also a healer? He has taken the Inner Path, been a disciple of the Forest, with the Seven Feasts and Six Fasts behind him these many years.”
-Andre Norton, Star Gate (1958)

When I saw this as a descriptor of someone’s rank in a religious organization, I thought, “If he underwent a feast or fast every time he leveled up, that would put him at level 14 or higher.” Level 14 is pretty high in any edition: it’s around the time when someone should be world-famous.

The “Seven Feasts and Six Fasts” has a nicely ritualistic sound to it, and it dovetails with D&D spell lists, which already contain Heroes’ Feast and Traveller’s Feast. We just need a couple more feasts and fasts and we have some nice rite-of-passage flavor for clerics: and we have an in-game way for people to describe character level.

You might be able to base a cleric build around this – someone who gets a little class feature every level based on the feast/fast undergone. The actual ability might be on a fixed schedule, or shuffled, so that one cleric gets the Feast of St. Cuthbert ability at level 1 (maces can be used as holy symbols) while another doesn’t get it till level 10.

Holiday project: Come up with some feasts and fasts, along with the mini-power they grant!

Throwing off the Shackles of Challenge Rating and Encounter Level – How it’s not always the best idea

December 15th, 2011

The One Ring RPG: A game without a safety net!

I’ve been running The One Ring with my weekly gaming group lately. It is a fun new roleplaying game set in Middle Earth. Like basically every RPG that uses a more organic skill and ability advancement system (rather than a leveling system), it doesn’t provide guidelines for setting appropriate challenges for fights and encounters. Rather, the GM is left to craft encounters as appropriate to the story rather than trying to make each fight level appropriate.

In some ways this is liberating. For example, in my latest adventure, my foe was an Orc Chieftain with a small army of 50 Orcs at his command, with plans to expand his numbers through alliances and browbeating other Orc tribes. It felt right that an up and coming Orc leader would have a pretty sizable force. I figured he had a good number of his forces out doing things: attacking travelers, staging raids on settlements, and proposing alliances with other orc tribes. Of course, he would still keep 15-20 Orcs behind to protect his camp, work a mine right next to the camp, and respond to any additional threats.

So that’s what the PCs had to deal with. During their travels to the camp, they encountered one of the small group of Orcs sent out to harass travelers and easily dealt with them. When they arrived at the camp, they devised a plan to distract the main group of Orcs so they could attack the Orcs working in the mines. Then they collapsed the entrance of the mine so the other Orcs couldn’t get to them right away.

Read the rest of this entry »

christmas shipping for wandering monster posters, and new project preview

December 14th, 2011

Last chance to get a wandering monster poster as a Christmas present! I’ll be shipping the last orders at around 5PM on Thursday. After that, I’ll be leaving the country and won’t be able to ship till next year.

Also, here’s an unfinished piece of art from the poster I’m working on for next year. The random dungeon generator from the end of the 1e Dungeon Master’s guide, represented as a dungeon:

The original table:

99 rites of fairy creatures

December 12th, 2011

All fey creatures have a secret weakness rite – roll d100 on this table – and a secret strength rite – roll d100 on this table. If you accidentally perform a fairy’s secret weakness rite, you gain power over it – it is “beholden to you”, as they say. If it tricks you into performing its secret strength rite, you are beholden to it. Any fey creature’s rites can be learned with very hard arcana checks.

Fey creatures will expect one service or truth from creatures under their power. Fey in such a relationship will never attack each other.

Mortal beings tend not to understand these relationships, and may not honor the rules of service. Even mortals, though, feel the power of fey rites. A mortal beholden to a fairy creature, or a fairy creature beholden to a mortal, has a -4 to all skill checks and attack rolls against the master.

Even eladrin and elves have a weakness rite and strength rite, although most do not know it. Any mortal who drinks the emerald wine of the archfey gains a weakness and strength rite.

99 RITES OF FAIRY CREATURES
1 threaten to pick its one secret flower in all the world
2 surround it with water
3 weave a circle round it thrice
4 taunt it until it swells up to three times its size
5 carry it across a river in a bag over your shoulder
6 catch it bathing
7 wash its clothes in midnight’s blood
8 jump over it on deerback
9 act bored by everything exciting it says or does
10 find a bribe for its beetle butler
11 find its true feet
12 open the smallest door in its house
13 bring either a message or meal from its wife or husband
14 strike it with mistletoe
15 find the nest containing its babies
16 prick it with a thorn
17 make it taste honey
18 give it a clump of earth
19 draw its portrait
20 catch its reflection in a mirror
21 weave it a cloak
22 drink its tears
23 capture its mother
24 catch it in a lie
25 force it to admit it doesn’t know
26 heal its injury
27 boil it in a cauldron
28 step on a clover
29 listen to the birds’ advice about it
30 start every sentence with last word it said
31 call it by the wrong name
32 find a bat with its name
33 answer its riddle
34 beat it in a wrestling match
35 carry its heavy bundle of firewood
36 plant a seed ahead of and behind it
37 get its signature
38 drink dew from its footprint
39 sing a song it thinks no one can repeat
40 say a sentence it cannot rhyme (not orange, the fey made up the word “forange” to foil that tactic)
41 figure out its other form
42 owe it a debt of silver
43 pay its debt to someone else
44 tell it three different accurate names for yourself
45 control a fire it lit
46 dance to its tune
47 kiss it
48 sleep with it
49 walk behind it for a league of its choosing
50 walk widdershins around it
51 refuse a request thrice
52 get it to refuse 3 small favors
53 accept water from it
54 eat food it offers
55 steal its belt
56 throw a daisy chain over it
57 touch it with cold iron
58 behead it, then let it behead you
59 give it your hat
60 give it a silver coin
61 sip water from its cupped hands
62 draw a drop of its blood
63 pluck a rose from its house or hair
64 kneel before it while it stands
65 share an apple with it
66 walk on 9 of its footsteps in a row
67 dance with it in a circle
68 meet its eyes in a reflection
69 catch its breath in a box
70 swim after it
71 keep up in a race, neither winning nor losing
72 fall asleep while it wakes
73 wear a silver necklace
74 stand as godfather to its children
75 be blessed by a god
76 follow it dawn to dusk
77 repeat 3 phrases in a row
78 follow it home
79 find something it wants
80 call it king/queen
81 have it at weapon’s point
82 find its missing button
83 dance on its heart
84 convince it that it is ugly
85 give it a haircut
86 show it another creature that looks like it
87 sleep inside its mouth
88 herd its sheep for a day
89 name a real name it has never heard
90 step on its hand or catch its foot
91 let it dance around a hill under which is buried your name
92 point to its location on a map
93 lure it into your mouth with sugar cubes
94 touch it with an eggshell
95 ruin its hat
96 wash it clean
97 get it to believe you are a rooster
98 carry its head in a cedar box
99 beat it at a game 99 times in a row
00 roll again

Striker bonuses for every class!

December 7th, 2011

A D&D party hard at work deciding where to try out their new striker bonuses to damage.

I recently wrote about how monsters take more hits to kill at higher levels and offered some solutions. Instead of (or in addition to) lowering monster hit points, you could use the following system to boost the damage output of every class. This essentially gives every class a bonus striker role, while increasing the damage output of strikers even more.

PC Damage: PCs now get damage bonuses based on their role.:

  • Grit (Defenders): Starting at level 6, once per turn when a defender hitsĀ  a creature that is marked by them or in their defender’s aura with an attack power, they may deal an additional +1d8 damage to the creature they targeted. At level 16, this bonus increases to +2d8. At level 26, this bonus increases to +3d8.
  • Precision (Controllers): Starting at level 6, once per turn when a controller targets a creature with an attack power they may deal an additional +1d6 damage against the targeted creature. The damage is applied whether they hit or miss. At level 16, this bonus increases to +2d6. At level 26, this bonus increases to +3d6.
  • Empathy (Leaders): Starting at level 6, once per turn when a leader heals or grants temporary hit points to themselves or an ally on their turn, they may deal an additional +1d8 damage to a creature they hit with an attack power. Alternatively, once per turn when a leader hits with an attack power, they may grant an ally they can see a +1d8 bonus to their next damage roll until the end of that ally’s next turn. At level 16, this bonus increases to +2d8. At level 26, this bonus increases to +3d8.
  • Expertise (Strikers): Starting at level 6, once per turn strikers may add +1 die to the extra damage dice they do as part of their class abilities, such as the rogue’s sneak attack (so at level 6 a rogue would do +3d6 sneak attack damage instead of +2d6). If the striker has no extra damage dice as part of their class abilities, once per turn when they hit with an attack power they may deal an additional +1d6 damage to the creature they targeted. At level 16, this bonus increases to +2 dice of damage. At level 26, this bonus increases to +3 dice of damage.

This change increases everyone’s damage to keep up with disproportionately rising monster hit points. It also rounds out striker damage a bit so that proportionately they are doing a bit less damage versus other PCs. With this change, a striker might go from doing twice the damage of a PC to merely 50% more damage or so.

With this increase in damage, it might make sense to give certain class abilities a damage bonus to keep up with the increase in damage overall, such as the automatic damage a paladin does when a marked enemy attacks someone else.

Note: The striker damage bonus will often be lower than the damage bonus of other classes. Partly I did this because I think strikers are already the most powerful role (certainly they tend to be the most played in my games) so they don’t need as much of a boost. Partly, it made sense to attach their damage mechanic to existing striker mechanics used by their classes, which will both make things easier for the player and make it easier for them to do the extra damage (i.e. the rogue already wants to get combat advantage for their sneak attack, so this just rewards them further).