cheers, gary sold out

September 14th, 2011

We’re officially sold out of the first print run of Cheers, Gary. I’m not sure exactly how many the Gygax Memorial Fund printed (two or three hundred? When we were carrying the boxes into the Gen Con exhibitors’ hall, it felt like more.) We sold most of them at Gen Con, and over the last two weeks, sold the last 50 or so online. The only copy left in my house is my own dog-eared personal copy.

My apologies to anyone who ordered a copy and hasn’t gotten it yet. We just sent out the last orders yesterday, so even now, words of Gygax wisdom may be winging their way to your house.

If you’d still like one, I think the Gygax Fund is planning a second printing: hardcover, with an index and ISBN number this time. Sounds deluxe. Since they’ll be hardcover, I un-volunteer to schlepp around the boxes next Gen Con.

This was my first experience selling something I had a hand in making, and it’s been magic. I feel like people have been kinder about my editorial choices than I perhaps deserve. I’m glad everyone went easy on a first-time editor and bookseller, and that everyone from the Memorial Fund was so supportive and helpful. And I hope that everyone who got a copy enjoys reading the Gygax voice again.

The NOOOO! Rule

September 12th, 2011

Following up on the hilarious news that George Lucas “fixed” Return of the Jedi by ADDING a Darth Vader “NOOOO!” (instead of removing one from Revenge of the Sith), here’s a Darth Vader-influenced D&D rule:

When someone announces an action that is sure to lead to disastrous consequences (whether it be a party member with poor judgment or the villain) (but it will probably be a party member), any PC may try to make an immediate interrupt action. The interruptor must make a special initiative roll, which must be below the interruptee’s current initiative. If successful, the PC may take a single action: a charge, a grab, or a basic attack. On a hit, no damage is inflicted, but the interruptee loses his or her turn.

The price:

1) The interruptor spends an action point [or, in pre-4e, loses the next turn], whether or not the initiative roll is successful, and

2) the interruptor must either do an impression of or play a clip of Darth Vader shouting “NOOOO!” on a phone, ipod, or other device.

identical advisors

September 9th, 2011

I liked The Warlock In Spite of Himself when I was a kid. Rereading it, I see a few more flaws than I did. The one that bothers me the most is the colloquial, already-dated topical references in a story that’s supposed to be three thousand years after the present day.

Here are some of the jokes that people will still get in 3000 years:

“This was as dark as Carlsbad before the tourists came.”

“Well, I wouldn’t exactly qualify for first chair in the Philharmonic, but…”

“Matter of fact, she was stacked like a Las Vegas poker deck.”

There are good moments, though: for instance, all of the nobles come with their own creepy alien Wormtongue advisors:

Next to each of the great lords sat a slight, wiry, wizened little man, an old man; each had an almost emaciated face, with burning blue eyes, and a few wisps of hair brushed flat over a leathery skull. Councillors? Rod wondered. Strange that they all looked so much alike.

In a D&D campaign, I think I’d have it become apparent that none of the nobles knew that the advisors were there.

Sending Stones, leveled

September 7th, 2011

Malice’s Returning Sending Stone:
One of these stones is red and one is black. The holder of the red stone may, as a free action, summon the black stone to his other hand.

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.

This stone was upgraded by Malice the warlock, whose typically incompetent goblin operatives were always dying on missions. Malice couldn’t be bothered to mount all sorts of expeditions to reclaim her sending stone off goblin corpses.

Enslaving Sending Stones
These sending stones “level up” when their owner learns how to read the tiny runes inscribed on the stones. One of the stones is called the Master Stone and one is the Slave Stone. Once a day, the holder of the Master Stone may use a command word in conjunction with the Sending Stone’s normal power. He or she may make an Int, Wis, or Cha attack, with bonuses for any implement used, on everyone within burst 3 of the Slave Stone. If the attack is successful, the listener is stunned (save ends). If the listener fails the first save, he or she is compelled to follow the command. The listener doesn’t get normal saving throws at the end of each turn against the command, but actions that grant extra saving throws (like heal checks) might be able to end the effect early. Commanded creatures don’t know that their behavior is unusual until the effect ends.

The command word may or may not involve a nice game of solitaire.

Spy’s Sending Stones:
Besides speaking to its sibling, the Spy’s Stone allows, as a once-per-day standard action, the user to send a message of up to 25 words to anyone in 100 miles, as with the Sending ritual. The subject must be adjacent to a stone (on the ground or in a wall, for instance) or the sending fails. The stone speaks the message, and anyone within 5 squares can hear it. Until the beginning of the caster’s next turn, the subject may, as a standard action, send a reply of up to 25 words through the same stone.

Used by spies for generations, the Sending Stones finally found its way into the hands of Brasslung, a dwarven cleric, who used it to send fake “messages from the God of Stone” to members of his clan. Brasslung is currently the High Priest of the God of Stone, and rich.

Next weeek: three versions of Keoghtom’s Ointment.

time as a pc resource

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.
  • buying magic items might cost more than money

    September 2nd, 2011

    Luck in the Shadows

    Luck in the Shadows


    “What’s all this?” Seregil whispered as the bowyer went to adjust the wands.
    “I’ve heard it said that he won’t sell a Black to anyone who can’t hit all three targets,” Alec whispered back, strapping a leather guard to his left forearm.
    -Luck in the Shadows by Lynn Flewellin

    This is not a bad idea for marrying two seemingly incompatible goals: making magic items feel special while providing a convenient way for the players to buy them.

    Let’s say Bann the Bowyer makes the best bows. He sells +1 (Bann’s Blacks), +2 (Bann’s Special Blacks), and +3 (Bann’s Special Reserve) bows. To earn the right to buy one of the bows, you need to hit a difficult AC on 3 out of 4 shots with your basic attack. The AC for buying each class of bow is 20, 25, and 30 respectively. (When you’re making your shots, you get to use the bow you’re interested in.)

    Bann works in a small village, so he doesn’t have much protection against robbers beyond the archery skill of him and his apprentices; but he can inflict Bann’s Curse on thieves: “Every time you draw arrow it will hunger for your friend’s heart.” (A natural 1 with any bow attack auto-hits an ally. The curse ends when you return Bann his stolen property.) “My bows have been stolen before,” says Bann, “but they have a way of coming back to me.”

    ritual candle, leveled

    August 31st, 2011

    Specialized Ritual Candle
    This candle is designed for a specific ritual. When used with the right ritual, the caster may choose to gain either a +5 item bonus to one skill check associated with the ritual or to cast the ritual with no component cost. The candle acts like a normal ritual candle when used with any other ritual.

    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.

    A cursed ritual candle may be designed with particular parameters in mind, in which case the ritualist must succeed on a saving throw or be unable to change this detail of the ritual. For instance, a candle for a scrying ritual might be set to spy on a certain area of interest to the candle’s original user.

    Ritual Candle that Burns Mens’ Souls
    Instead of ritual components, the candle uses the lives of helpless or willing subjects within a burst 5. The total levels of creatures sacrificed must equal the level of the ritual.

    This candle is a huge money saver for evil spellcasters with access to minions, peasants and/or captured PCs.

    Shared Ritual Candle
    This candle is part of a set, scattered across the world. Each candle can only be lit once per day, and burns down in an hour. The next morning, it is restored to its unburned state. A candle may be either used as a ritual candle as part of a ritual, or lit as a normal candle. If lit as a normal candle, it gives a +1 bonus to any of the set which is currently being used in a ritual. It’s unknown how many candles there are in the set, but at any time, PCs can get a +1d6 bonus from helping candles lit by NPCs somewhere in the world.

    This is sort of the Seti@home of magic items. A lot of the candles are probably used for light by frugal families who just don’t want to buy new candles every day.

    How We Spent Our Ad Revenue: Alea Tools

    August 30th, 2011

    Paul and I split the ad  revenue that we have made for Blog of Holding so far when we went to Gen Con. We each made an even $10! Instead of investing the money into an extra month of website hosting, I spent my money on Alea Tools Miniature Conversion Circles.

    Alea Tools, if you aren’t already familiar with them, make 1 inch colored bases for use with miniatures. The bases are magnetic and come in many different colors. Thus, you can stack them on top of each other and place them under the miniature to show different conditions. These are especially useful for 4th edition, where each there might be several different conditions affecting one or more miniatures at any given time. I use the orange bases to show which monsters are marked, the red bases to designate the bloodied condition, and light + dark gray bases to signify various negative effects, such as stunned or dazed. Pretty handy stuff!

    Of course, I already have a bunch of colored bases, so I didn’t buy any of those this year. Instead I spent my money on a bunch of adhesive metal circles you can stick on your most used miniatures so that the colored bases will stick right on via the power of magnetism! Thus, I can pick up my mini and his colored bloodied + dazed markers will stay with him instead of foolishly toppling back onto the grid map due to forces of gravity beyond my control and disastrously sticking onto other colored markers that are attached to another miniature. In essence, these magnetic bases allow me to DEFY GRAVITY with my miniatures.

    Check out Alea Tools here: http://www.aleatools.com/

    Buy miniature conversion circles HERE.

    Note: For 1 inch D&D miniatures, buy the SMALL circles, since they will neatly fit inside the base of the mini. For D&D miniatures that are small creatures, buy the 5/8th of an inch circles (as part of the accessory pack), since those will also neatly fit inside the base of the mini.

    Note: These magnetic circles are absolutely worthless without the colored Alea bases. Just keep that in mind!

    #1 thieves guild detective agency

    August 29th, 2011

    One of the bizarre tenets of many D&D campaign worlds is that the Thieves Guild is a legitimate government-sanctioned institution. Furthermore, performing non-Guild-sanctioned robbery is likely to get you in trouble.

    This puts the Thieves Guild in an interesting position regarding your stolen property: either they stole it (in which case they know where it is) or they didn’t (in which case they’re interested in hunting down the freelance thief.) Either way, they’ll probably be able to return you your stuff, for the right price.

    The Thieves Guild might easily develop into a legitimate stolen-property detective force open to the public.

    Being part of the Thieves Guild Detective Agency might be a decent job for PCs – even good-aligned ones. You get to rob from robbers and rough up ruffians. You can mix bad-guy heists with good-guy heist investigations.

    If, on the other hand, there’s a murder investigation? That’s a case for the Assassins Guild.

    Buy “Cheers Gary” now!

    August 26th, 2011

    While supplies last, we’re now selling my “Cheers Gary” online. If you couldn’t get to Gen Con, now’s your chance to get it. I think there are still several dozen left from the “Gen Con edition”.


    Cheers Gary



    Gary Gygax answers questions asked by enworld.org posters.

    Want to learn where Gary got the idea for mind flayers? Why his parents decided Chicago was too hot for him? (It involves jousting.) What gaming memory Ernie Gygax still won’t talk about? (It involves vorpal swords.)

    Buying this book is a great way to learn D&D lore from Gary himself while supporting the Gygax Memorial Foundation. 100% of proceeds from the sale of this book are donated to the Gygax Memorial Fund.

    Selected and edited by paul@blogofholding. Introductions by paul and Gail Gygax.

    Price: $25 (+shipping)

    Edit: The first edition of Cheers, Gary has sold out! Second edition in the works.