the ghost pirates

September 30th, 2011

William Hodgson is kind of an amazing early horror writer, and his 1909 “The Ghost Pirates” makes sea travel scary for the same reason that a haunted house or a dungeon is scary: a ship is an isolated environment. It can be even lonelier than a dungeon, because a ship is frequently months away from the nearest port, instead of just outside of town.

In “The Ghost Pirates”, the isolation is heightened because the ship seems to be drifting into a twilight zone where they can’t count on contacting the natural world:

It was thus that I came to see something altogether unthought of–a full-rigged ship, close-hauled on the port tack, a few hundred yards on our starboard quarter. … Away aft, hanging from the gaff-end, was a string of flags. Evidently, she was signalling to us. All this, I saw in a flash, and I just stood and stared, astonished. I was astonished because I had not seen her earlier. In that light breeze, I knew that she must have been in sight for at least a couple of hours. … How had she come there without my seeing her, before? All at once, as I stood, staring, I heard the wheel behind me, spin rapidly. Instinctively, I jumped to get hold of the spokes; for I did not want the steering gear jammed. Then I turned again to have another look at the other ship; but, to my utter bewilderment, there was no sign of her–nothing but the calm ocean, spreading away to the distant horizon.

The ship is drifting into another plane – possibly the shadowfell. In the shadowfell, there are ghosts. And in a book called “The Ghost Pirates”, those ghosts are possibly pirates.

“My idea is, that this ship is open to be boarded by those things,” I explained. “What they are, of course I don’t know. They look like men–in lots of ways. But–well, the Lord knows what’s in the sea.”

And that’s the advantage of the sea as an adventure location: your ship might be skimming above empty sea beds, sea monsters, or a nest of Chthulhus. The Lord knows what’s in the sea.

dave tarneson

September 28th, 2011

I’m reading Dave Arneson’s First Fantasy Campaign, since I plan to DM for Dave Arneson Gameday. Having just read the first Gor novel, I’m catching references I otherwise would have missed. Dave wasn’t running a full Gor campaign, but I think it was probably about as influential as Edgar Rice Burroughs’ Mars was on Gygax.

Take, for example, this price chart, in which Gor’s tarns (riding birds) and pleasure slaves are highlighted:

The mysterious “red silk” and “white silk” slave entries are related to John Norman’s lovingly detailed slave caste system (warning: link not safe for reading).

Also note that on Arneson’s chart, which seems to be ordered by free association, the entry after the slaves is “assassin”. In the first Gor book, the main villain is a member of the caste of assassins.

The Assassin class was first introduced in Arneson’s Blackmoor OD&D supplement. It’s hard to tell how much of that book is Arneson and how much is Tim Kask and other contributors, but I think the Assassin is Dave’s work. If Arneson’s campaign introduced the assassin class, it seems not unlikely that that is another Gor-ism.

Reminder: If you’re in NYC, come to Dave Arneson Memorial Game Day this Saturday! Games all day and a panel at 5! I’ll be DMing at 6.

The One Ring – A Quick and Dirty Review

September 27th, 2011

Featuring innovative travel mechanics!

At Gen Con, I purchased The One Ring Roleplaying Game, the newest roleplaying game set in Middle Earth. It has some pretty fun mechanics that help distinguish it from traditional fantasy roleplaying games.

Some highlights below:

  1. Travel Mechanics: Most systems don’t handle travel very well, mostly leaving it up to the GM to decide what happens when adventurers travel long distance, but this one has a fun system where you plan out your journey and then make travel rolls to see if you increase your fatigue or encounter hazards along the way. These rolls really matter since rolling poorly can leave you less prepared for battle when you arrive at your destination. It is also fun to have a mechanic for handling days or weeks of game time passing during adventures, creating a natural timeline throughout the campaign that requires more thought to replicate in D&D.
  2. A Surprisingly Fun Encumbrance System: In most systems, encumbrance is ignored or begrudgingly tracked. That’s because for the most part, it involves A LOT of micromanagement as you keep track of every piece of gear, and it just feels like you are trying to stay below a certain number. In The One Ring, you really only track your armor and weapons. Every other piece of reasonable equipment is just assumed to be part of your traveling gear, which has a total rating of 1. You add everything up to determine your fatigue score. If your endurance (the systems equivalent of hit points) ever drops below your fatigue score in combat or otherwise, you are considered to be weary, which means rolls of 1-3 on your d6s don’t count towards success. So you definitely get rewarded for traveling light, since it means you’ll be able to take more hits in combat before being weary, yet at the same time you’ll have fewer weapons to choose from in combat and you’ll be more likely to suffer wounds because of your light armor (see below).
  3. Wounds and Death: In The One Ring, whenever you or an enemy roll the equivalent of a critical hit, there is a chance of causing a wound. Your armor gives you bonus dice towards avoiding a wound and the difficulty varies depending on the weapon. Wounds don’t hurt your performance in combat, but they do make your more susceptible to dying in or falling unconscious. If you are already wounded and get wounded again, you go unconscious. If you are wounded and go to 0 endurance, you are dying. You are killed outright if you are wounded and then wounded again by the blow that knocks you to 0 endurance! Wounds also make it more difficult to heal after combat. So with this system and the encumbrance system there is a fun tension between wearing lighter armors and risking being wounded more often and wearing heavier armors and become weary earlier in combat.
  4. Corruption and Shadow: This system mirrors the insanity mechanic in Call of Cthulhu. Basically, when you are exposed to the darkness of shadow or when you do terrible things you must make corruption rolls and risk acquiring points of shadow.  If your shadow score ever goes below your hope score (a pool of points you have to gain bonuses to rolls), you risk acquiring a shadow taint that gives you a negative trait. Get enough negative traits (hopefully somewhat rare), and you go insane and lose control of your character! So this is a fun system that mirrors some of the changes we see in characters from Lord of the Rings as they are exposed to the corrupting influence of the Ring of Power.
  5. Traits: Speaking of traits, these fun things add a nice indie mechanic to things, where you can automatically succeed on rolls if you invoke the appropriate trait. So you might say that OF COURSE you gather the necessary information about rumors around town with your SMOKING trait because, seriously, who wouldn’t sit down with an old hobbit enjoying his pipe and shoot the breeze? You can also invoke a trait to roll on something the DM would normally consider part of the story. For example, if your trait is “suspicious” and the DM ruled that an NPC ran off in the night with the map to the destination you are traveling to, you might argue that your trait allows you to make a perception check to see if they steal the map because OF COURSE you’ve been sleeping with it in your breast pocket ever since they arrived.
  6. Special Dice: The dice for this game are really cool. There is a d12 with a Gandalf symbol and a Sauron’s Eye symbol in place of the 11 and 12. The Gandalf is an auto success (fun) and the eye counts as a zero (reversed for enemies!). There are also d6s, which are rolled with the d12 as skill dice. The 1, 2, and 3s have different outlines to show that they don’t count if you are weary, and the 6s have a symbol to denote great and extraordinary success if they are rolled! So there are some fun and pretty mechanics rolled up in those dice.

Middle Earth never had such pretty dice!

miles of gor

September 26th, 2011

You know you’re reading an Edgar Rice Burroughs Mars pastiche when you need to memorize new units for distance and time.

Here are some passages from John Norman’s first Gor book, Tarnsman of Gor:

“What a tarn!” he marveled. “I had a full pasang start, and yet you passed me!” The pasang is a measure of distance on Gor, equivalent approximately to .7 of a mile.

(A tarn is a bird that you fly.)

The shadows of the pasang stones had grown long, and, judging by the angle of these shadows (for the stones are set in such a way as to serve also as sundials) it was past the fourteenth Gorean Ahn, or hour. The Gorean day is divided into twenty Ahn, which are numbered consecutively. The tenth Ahn is noon, the twentieth, midnight. Each Ahn consists of forty Ehn, or minutes, and each Ehn of eighty Ihn, or seconds.

Apparently John Norman gets pretty crazy with the slave girls in later books, but Tarnsman of Gor is a pretty unremarkable ERB Mars clone.

Mars clones are an interesting subgenre: interesting in how boring they are. Most never experiment with the formula in a meaningful way. Here’s what you’ll find in every clone:

  • Modern man goes to another world, where he is stronger because of the reduced gravity
  • Man bests everyone in all warlike pursuits
  • Man learns new systems of measurement, which he is compelled to share with the reader
  • Man wins the love of a princess, who is immediately kidnapped

Slavishly formulaic, but I always find them pleasant reading. Some day I plan to make a chart showing the conversions between times and distances from my various not-Mars books, by Norman, Moorcock, Kuttner, Fox, etc.

princess in a treasure chest

September 23rd, 2011

He then climbed down from his palm tree and removed the soil with his hands until he had uncovered the chest and freed it from the hole. With a big stone he struck and broke its lock and, after lifting the lid, he looked inside. There he saw a girl in a drugged sleep, with her breast rising and falling as she breathed. She was very beautiful, and was wearing ornaments, gold jewellery and jewelled necklaces, priceless stuff worth a sultan’s kingdom.
-1001 Nights

This variation on the Sleeping Beauty theme provides a good way to fill out a treasure chest. Inside the maiden’s mouth is a pill: if it is removed, she will wake up. She is a princess, kidnapped and held for ransom, but her kidnappers are long dead. She has been sleeping in the chest for thousands of years. She would have been worth a fortune in reward money a few thousand years ago; but the last of her line is long gone. At least she comes with jewelry.

For extra fun, the PCs are following an ancient rumor that, somewhere in the dungeon, there is a beautiful gem of great mystic power. She is it. The princess was known, in her day, as the Jacinth of Inestimable Beauty. She is a powerful enchantress. Too bad her spell books have been dust for centuries.

Also of note about the princess in the chest: a PC’s innocent question “How big is the chest?” led to a hilarious misunderstanding that ended with the party demanding that I rolled for the princess’s breast size. They were outraged that there was no chart for this in OD&D. I rolled a d6 and got a 2. The girls in the group informed me that that was a B cup.

I used this gimmick in my last OD&D dungeon crawl. The PCs discovered the sleeping pill in the princess’s mouth when their chaste kisses failed to wake her and they resorted to french kissing.

Although Jacinth was a high-level magic-user, she was useless to the first-level party because both the party elves had randomly rolled “Read Magic” and “Comprehend Languages” as their two spells. Because she was a princess and a magic-user, she wouldn’t engage in physical combat. The pill that grants immortal sleep was actually the most useful part of the treasure.

do you want to play some D&D in NYC?

September 22nd, 2011

I’ll be DMing October 1, Dave Arneson Memorial Gameday, at the Brooklyn Strategist.

The Mule Abides has set up a Kickstarter to raise money for Dave Arneson’s charity of choice, juvenile diabetes research.

  • If you’re not in NYC, you can donate, and get the usual collection of kickstarter prizes, including a copy of my OD&D Wandering Monster poster and various interesting gamebooks.
  • If you are in NYC, you can come by the Brooklyn Strategist any time from 9am to 11pm and play games with a bunch of “celebrity DMs”, including the authors of Burning Wheel and Mouse Guard, Adventures Dark and Deep, Adventurer Conqueror King, Death Race Z, Stonehell Dungeon, and, most importantly, ME! You will be amazed at how majestic I am in person, how I command a room with my very presence, and how urbanely I TPK your PCs while flicking an imaginary piece of dust from my perfectly-tailored lapels.
  • keoghtom’s ointment, leveled

    September 21st, 2011

    Keoghtom’s Woad
    This foul-smelling blue ointment, brewed by barbarian hill tribes, doesn’t immediately have its normal effect of curing one disease or poison effect or granting one healing surge when applied; its effects are delayed until the recipient spends a free action to activate them. The effect ends when used or at the end of the day.

    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 haven’t given us 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.

    Also, until the end of the day, the user has a +2 item bonus to Intimidate checks and a -4 penalty to Stealth checks, due to being bright blue and stinky.

    A pot of Keoghtom’s Ointment “levels up” to Keoghtom’s Woad by being tinkered with by a barbarian shaman.

    Keoghtom’s Ointment for the Eyes
    If this ointment is smeared on the eyes, the user gains darkvision and has +2 item bonus to perception checks for five minutes. Also, all skill checks, defenses and saving throws vs. illusion have a +5 item bonus during this period.

    The process of leveling up this ointment involves collecting “Corellon’s tears,” whatever they are. The fairies are said to know, but they’re so frustrating to talk to.

    Prismaticus’s Keoghtom’s patented bracing all-purpose ointment, pick me up, and healthy dessert
    This ointment can restore two healing surges instead of one. It can grant a character temporary healing surges above his or her normal maximum. Bonus surges above the normal maximum expire after five minutes.

    While recipients of this ointment are above their normal healing surge limit, they experience buzzing in the ears, arcane tingling, and a feeling of frantic excitement. Basic attacks are made with a +1 bonus to hit. Athletics gets a +2 item bonus. All other skills are at -2.

    The mountebank Prismaticus the Magnificent knows how to turn an ordinary pot of Keoghtom’s Ointment into his patent medicine, but he won’t share his recipe, although he does admit that the ingredients might be highly illegal.

    Next week: three versions of Dust of Appearance! If I can think of three.

    monte cook back at wizards

    September 20th, 2011

    Looks like Wizards has rehired Monte Cook, giving him an R&D job. I think this is a great move: 3e was an amazing achievement, and Monte is a thoughtful game designer who is going to challenge the 4e developers. It’s hard to follow a great product like 3e (or 1e for that matter) without either rebelling and rejecting a lot of good stuff, or slavishly imitating even non-essential details. Since Monte is a 3e insider, he should have a pretty good perspective on what 4e can learn from 3e, and what 3e did wrong.

    And doing a project like Dungeon a Day has got to sharpen your design chops. Monte must be near, or beyond, the Gladwell number of 10,000 hours of game design.

    Monte, Skip Williams, and Jonathan Tweet are all on my D&D dream team. I admit, I sometimes conflate the three designers into one frankenstein Monte Skiptweet: which is the one who flipped coins to determine NPC gender in a module he was writing? Which is the one who wrote a criticism of the 3.5 edition? Which is the one with the beard?

    I was inspired by the news of Monte’s hiring to catch up on his blog, and found this post:

    I want to make special mention of one purchase, and that was the book, Cheers, Gary. This is a book whose proceeds go to the Gygax Memorial fund, and I think that’s an awesome cause.

    I spent a lot of time working the Gen Con booth, but I did occasionally step away. One time I took 20 minutes to wander the exhibition hall, and when I got back, my boothmate Jason said, “You just missed Monte Cook. He just came by and bought a book.” So I missed my chance to autograph a book for him, and to get his autograph.

    The Dark Ride

    September 19th, 2011

    are you brave enough?

    Recently I rode a cheesy amusement-park haunted house ride. Among its decades-old self-advertisements was, “Are you brave enough for the Dark Ride?“. “Dark Ride” struck me as good phrase. I wondered what it might mean in my D&D campaign.

    The first thing I thought is that it was an expression for death, as in “I thought we were going to take the Dark Ride that time for sure!” But the problem with expressions is that NPCs are the only ones who say them, and only when the DM has prepared NPC dialogue ahead of time, which I tend not to do.

    Then I thought that horses riding through dark tunnels might be pretty harrowing. Your average horse is not going to gallop around in a tunnel, so maybe there is some breed of underground horse with darkvision. Maybe they’re used for transportation in the Underdark. Sounds like the beginnings of a fast-travel system.

    The Dark Ride, though, doesn’t sound like a generic term for mounted travel in the Underdark. It sounds like a specific experience – and a dangerous one. Let’s say that there is a series of tunnels. At the end of each tunnel is a stable. When you need to travel really quickly, you mount a dark horse and gallop through ancient tunnels that have never seen light. The problem is, there are things that live in the tunnels: things that eat the horses, and their riders. If these creatures chase you, it’s a mad marathon race for safety: the Dark Ride.

    What are these creatures? No one has ever seen them, because it’s pitch black in the tunnels and any light blinds and paralyzes the horses. But the creatures are audible. An encounter with the tunnel creatures will probably be a skill challenge, not a combat, and it will be conducted with non-visual cues: “The shrieking is getting louder, they sound like they are right behind you.” “The rotting smell is getting stronger.” “You can feel your horse is close to blind panic.” “You hear a horse scream behind you, and a series of cracking sounds. The horse’s scream goes on and on.”

    This tunnel system doesn’t seem like something that belongs in the Underdark, but it actually seems like it could be a good fit for the Feydark. The Feydark, the Feywild mirror of the Underdark, is a 4e invention that, until now, never inspired in me a glimmer of interest. But it might actually work as a scene of undefined horror from which you can only run. Also, the blind, skill-challenge-based travel of the Dark Ride fits in with my idea that travel through Fairyland is not something that you can map.

    Who takes the risks of the Dark Ride? Eladrin messengers, I suppose, who are willing to hazard their lives to get somewhere in a few hours, rather than deal with the unpredictability of conventional fey travel. Even the great lords of the fey shun the Dark Ride. I have a feeling, though, that if they have to be, the fey lords might be a match for the creatures. Therefore, let’s say that a combat encounter with the monsters of the Dark Ride might be high-paragon level. The skill challenge of escaping the riders, however, is suitable for any level.

    Rules for the Dark Ride

    Every fey lord has an access point to the Dark Tunnels, and most have a stables. The stables are behind great metal gates, and are perfectly safe. Once you enter the Dark Tunnels, and the gates close behind you, though, you are in danger of being discovered by the creatures of the tunnels.

    DARK HORSES:
    Dark horses hate light, and if they see any, they are immobilized (save ends). They travel incredibly quickly. Their exact movement rate is not relevant, but they can get anywhere in the world in less than a day.

    CREATURES OF THE TUNNELS:
    The creatures of the tunnels can smell horses, and have a pretty good chance of finding travelers. Make a saving throw; on a success, the PCs get to their destination without incident. On a failure, the creatures begin to pursue the party.

    THE DARK RIDE:
    If creatures find the party, run a level-appropriate skill challenge to escape them. Dungeoneering, finding shortcuts to the destination, will provide successes; Nature or Insight can be used to calm and control the horses; Perception can be used to give a bonus to the next Dungeoneering check; a group Athletics check can speed the horses; and one success can be granted without a roll if a PC tries a clever idea.

    On a success, the PCs get to their destination, the gates open for them, and bang shut before the creatures can follow them.

    On a failure, the PCs will find themselves in an awkward situation. They probably can’t fight the creatures; they will have a followup skill challenge to escape while the horses are being eaten. If they succeed, they will be able to escape, days later and with a significant loss of resources and healing surges, possibly in the wrong Fey court.

    If the party fails the second skill challenge, they will have to face a very difficult fight, the object of which should be to escape rather than succeed.

    i just rolled up the best dmpc ever

    September 16th, 2011

    This week I ran an OD&D game in preparation for possibly DMing at Arneson Gameday. The PCs pooled their money and announced they had enough to get a hireling.

    I offered them a candidate, a fighting man named “Huckabear” (I’m not always great with on-the-spot names).

    The PCs wanted to get a sense of how strong Huckabear was, even though strength has no mechanical effect in OD&D besides a lousy XP bonus, so I rolled up his strength. 18. The PCs hired him then and there.

    Really, the most important stat for a hireling is hit points, so I rolled them up: 1d6+1 for a level 1 fighter. I rolled a 6 on the die. Then I rolled his Constitution: 17. He had 8 HP, the unlikely maximum for a level 1 OD&D character.

    All these rolls were in the open, by the way, and the players were freaking out. This musclebound, Conan-like fighter was a far better character than any of them. I’m usually careful not to run an NPC ally who outshines the characters, and I was seeing one form before my eyes, one d6 roll at a time.

    Later, the PCs met an enchanted princess. They wanted to make a good impression, so they asked me: was Huckabear as charming as he was strong? I rolled up his Charisma – out in the open again. Three sixes. Another 18. They sent him in to talk with the princess. Negotiations went well. Huckabear even rolled well on his reaction rolls.

    Huckabear’s character sheet:
    Huckabee, level 1 fighting man
    HP 8, Ac 2 (plate mail and shield)
    Str 18
    Int 17
    Wis 15
    Con 17
    Dex 13
    Cha 18
    Huckabear might be my group’s new Chuck Norris. “There used to be a street named after Huckabear, but it was changed because no one crosses Huckabear and lives.”

    Huckabear was looking like he might be the only character I ever rolled up that could honestly qualify for the first-edition Paladin class. Too bad the Paladin hadn’t been invented yet.

    Just for curiosity, we rolled up the rest of Huckabear’s stats. These weren’t as memorable, but were still statistically unlikely enough to be met with incredulity and mirth. He got a 17 intelligence (far smarter than the party wizards), 15 wisdom, and, the real letdown, only a 13 dexterity (still enough to get the +1 to missile attacks). We joked that Huckabear never had his sword out because his hands were constantly full with a lantern, ten-foot pole, sextant (“how can Huckabear even see the sky in the dungeon?” “Oh, Huckabear can do it”) – astrolabe, lute, and the score to the new opera he was working on.

    Halfway through the dungeon, one of the PCs was killed by an ochre jelly, and took over Huckabear as a PC (and who wouldn’t want to?) In his first combat, he spent the first round putting down his ten-foot-pole, opera, etc. and lighting a torch. In the second round, he attacked the ochre jelly. Rolled a natural 20. Rolled a 6 on the d6 damage roll. It wasn’t my dice that made Huckabear great. It was Huckabear.