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Showing posts with label AD&D. Show all posts
Showing posts with label AD&D. Show all posts

Wednesday, September 8, 2021

Shielding My Woes


Ugh…I have been wrestling with this one for a while.


The rules for shields in most D&D games are amazingly simple and amazingly awful all at the same time. I want good rules for shields that are both simple but are a bit more accurate to what shields do in combat. I will not claim to be a great military historian or a super reenactor of the period, but I was a nerd in the 2000s that played a decent amount of boffer LARPing and a shield is an amazing piece of defense. Something to me that deserves more than a simple plus one to AC. A basic human armed with a spear and shield should have a better AC then 8, especially versus missile weapons. Considering all that, the flip side is that it is simple and keeps the game flowing. Complex shield rules with parrying and variable AC depending on the size of the shield. Different bonuses with close combat with different number of opponents and/or range fire just tends to bog things down in unwanted minutia. Below is a few of the shield rules I have seen in the OSR community that I like for different reasons.

 

Shields Shall Be Splintered

http://trollsmyth.blogspot.com/2008/05/shields-shall-be-splintered.html

First off, if you are not familiar with Trollsmyth’s blog, you should. There is a ton of great content there. You will not be disappointed. To sum up “Shields Shall Be Splintered” quickly, shields function as written in the rules but a character that has a shield may sacrifice the shield to ignore the damage of a single attack. Powerful, simple, and quite useful for PCs. This adds quite a bit of survivability to characters that use a shield.




I decided to use this rule in my games, but ONLY Fighters could use it. This was an attempt to get people to play Fighters, because in my games no one would play one (I also gave the Fighters Weapon Specialization too). It did not work in seducing people to play Fighters. I have yet to have a Fighter in my multi-year campaign. For my game this failed on two fronts, one, the rule has not been used ever, two, it was not enough to get people to play Fighters. I guess I will just have to start offering signing bonuses for playing Fighters.

 

Crawford’s Shields

Wolves of God

                One of the other sets of shield rules that I like is from the myriad Kevin Crawford’s games (I cite Wolves of God above, but there are plenty of others). In WoG, shields are divided into broad shields and heavy shields categories. Broad shields give you an instant AC 5(15) and if you have an equal or better AC it provides the usual +1 bonus. Heavy shields give you an instant AC 6(14) and if you have an equal or better AC it provides the usual +1 bonus. They also are used to bash your opponents, thus provide a +2 to damage. Shields in his game also completely protect you from shock, which is a great benefit, but does not translate into general D&D.


                I like these rules a lot. I think they make a lot of sense and make shields a bit more effective than the standard D&D plus one AC bonus. The main issue is that issue I see is that I do not see the rules coming up that often in a standard BX/OSE game. In WoG armor is much more rare and much more limited in scope. Many to most PCs in BX/OSE will have chain/plate or cannot use shields. Thus, the rules really do not change for them (accept doing more damage with a heavy shield), they are just getting the standard +1 AC bonus. Why add in all the complexity, if it really is only going to change things in the margins?

 

AD&D 2e (The rules I grew up with)

This set of rules has a lot to it, so I am just going to quote the source:

“A buckler (or target) is a very small shield that fastens on the forearm. It can be worn by crossbowmen and archers with no hindrance. Its small size enables it to protect against only one attack per melee round (of the user's choice), improving the character's Armor Class by 1 against that attack.

A small shield is carried on the forearm and gripped with the hand. Its light weight permits the user to carry other items in that hand (although he cannot use weapons). It can be used to protect against two frontal attacks of the user's choice.

The medium shield is carried in the same manner as the small shield. Its weight prevents the character from using his shield hand for other purposes. With a medium shield, a character can protect against any frontal or flank attacks.

The body shield is a massive shield reaching nearly from chin to toe. It must be firmly fastened to the forearm and the shield hand must grip it at all times. It provides a great deal of protection, improving the Armor Class of the character by 1 against melee attacks and by 2 against missile attacks, for attacks from the front or front flank sides. It is very heavy; the DM may wish to use the optional encumbrance system if he allows this shield.”


                These rules while giving an assortment of different shields each with their own pluses and minuses is far to fiddly for me personally. Tracking four different weights, four different number of opponents, different directions that the attacks are coming from, etc. Doing all of this for a 5% modifier to your percent chance to be hit seems like a lot to me. I would rather just use the base BX/OSE model with a single shield with a +1 AC bonus compared to this.

 

Overall

                I have not found a set of rules that I am completely happy with involving shields. I might be chasing something that does not exist. There are parts of me that enjoy each one of the rule sets mentioned here (some more than others), but each one has just something that does not click correct for me. How about you? Is there a system that you like that I did not mention? Do you like the plain +1 AC bonus and leave it at that? Let me know and maybe I can find something I like.



I run Old School Essentials weekly and post our games to YouTube, click HERE to see.


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Wednesday, June 2, 2021

Killing Save or Die Mechanics

 Hello. My name is Ryan and I do not like save or die mechanics.

 


                I know the reason why they exist. That does not mean that I must like it. The game, in general, is dangerous enough without this mechanic, so why do we need it? Does this mean that I am abandoning the principles of old-school gaming and going to convert over to 5e? No. What it does mean is that I am going to steal other people’s good ideas on the subject and apply them to my own game. I do not want the threat of death to leave my games and player death should happen, but I prefer to mar and cripple my PCs over death. At times death is letting them off too easy.


                I saw an alternative rule that I am tending to lean towards that is still extremely deadly, but also not a binary result. When someone has a save or die mechanic (i.e. poison, death ray, etc) they take the creatures hit dice in damage. Example: the character is struck with a death ray from an Eye of Terror (Beholder). The character fails their save and would take 11d8 points of damage. Odds are the character will still die, but there is always the chance that the damage roll is low. In addition, if the character fails the save, takes damage and lives, they will have an appropriate permanent effect. In the example above I might have the death ray destroy part of the character’s health and they take 1d3 CON loss.

                You could have a character that fails a save against a medusa gaze and live. They then might have some calcification of the joints and they lose 10’ of movement and are just slower the rest of their career. That effect could in theory be removed with a Stone to Flesh spell which would in theory cure them if they were turned into a statue too. This also is the same with poison. A character can fail a save and take huge amounts of damage, but if Neutralize Poison is used, they instantly regain that hit point loss.



                Lastly, I use a Death & Dismemberment chart for my characters because again, I like to mar and injure the characters. I would skip this step though in the case of a save or die mechanic. If you hit zero, from a failed save, it is lights out. This adds another level of danger and still makes those save or die mechanics scary, but not cheap.

                I do not judge people who use the mechanic and like it. It is certainly a preference. I think it is a little more acceptable at lower levels, but as you put time into a character the thought of losing it to one bad die roll tends to sting more. Might just be me?


I run Old School Essentials weekly and post our games to YouTube, click HERE to see.


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Monday, September 28, 2020

Why Rolling to Cast is a Bad Idea

               This article is really in response to Professor Dungeon Master and his video(s) where he professes to like random results for casting spells. Let me be clear here first, I love the Dungeon Craft YouTube videos and I love the FB group. I have stolen many of the Professor’s ideas and agree with him about 90% of the time, but I must break from him on this subject. This video also runs in complete opposition to the magic system that is used in Dungeon Crawl Classics. I love DCC’s style and I think their approach is wild. I like many of their adventures, but I will not be running any straight DCC anytime soon. The game, for me, is a bit too random. Though if that is your thing, more power to you.



DCCs art is rad.

                I brief synopsis of what I call “random” casting (or rolling to cast) is when a wizard/cleric casts a spell the player rolls a d20 to see if it is successful or not. Spells in this type of setting are not automatic (though I would argue that they are not automatic in classic D&D either). Depending on the d20 roll you can have about four outcomes. The spell goes off normally, the spell fails, the spell critically succeeds, the spell critically fails. The other bonus to this system is that spells can be cast an unlimited amount of times, but there is always a chance that the spell will backfire. I am sure that I am underselling the system a bit, but I think this is an accurate rough outline of how this system works.



Here is the video with his house rules. I agree with many, but not "Roll to Cast".


                Here are some of the reasons that I think this is not the best system to use. These opinions are coming from a classic D&D OSE/OSR perspective, so please keep that in mind.

1 – It is already tough being a low-level caster

                I have been running OSE/OSR now hardcore for about the last years and the biggest pile of dead heroes that I have is wizards. In my opinion they have the highest bar to cross as far as gaining levels, with the least going for them. They have bad ACs, they cannot use weapons, they have low hit points, and the list keeps going. The one thing they do have is a spell that possibly can turn the tide of battle once a day. Clerics are similar in that they have earn an entire level before even getting a spell and (odds are) that spell will be crucial in keeping another character alive. I just do not see the reason for having the one thing that makes both the classes unique fail or go catastrophically horrible. Why would people then really want to play these classes? The wizard sits back biding his moment and does little in the combats of the night. The Ogre rounds the corner, the party looks at towards the wizard and the wizard grins. He chants his magic as his eyes glow and casts Sleep. He then rolls a 1 and puts his entire party to Sleep and gets his head caved in by the Ogre. Fun times. They get one thing, let that thing be reliable.

2 – Unlimited casting is not a good option either

                I can hear the comments now, just allow the casters to cast unlimited spells with a risk and that solves everything. I am currently playing in a Microlite20 game where my character can cast not unlimited, but quite a few spells compared to his OSE counterpart. I can drop Sleep like it is nobody’s business. This makes fights boring for the other party members. Since I can cast it roughly 10 times, we can navigate most of a dungeon without many combats. I go out of my way to not cast it because I want other party members have a chance to shine. When you can cast that many spells at low level, even with the chance of failure, it can reduce the dramatic tension of a session a lot. Combat, Sleep, Bash, Next, Combat, Sleep, Bash, Next, Etc. Spells as a limited resource is a good thing and even plays into the fiction well. The wizard is tiring and cannot produce more magic, the cleric is desperate, and their faith is wavering. While I believe low-level casters, especially wizards, need a few more spells, unlimited spell casting just does not seem to fix this problem.

 

This supplement does have a critical system for magic if people are interested.

Conclusion

                As I said in the beginning, I do not want this to come off as an attack on Dungeon Craft. I love the channel and respect the Professor. This is just one professor sharing his opinion on the subject as well. I would highly encourage you to check out Dungeon Craft as a YouTube station and a FB book group, you will not regret it. I also want to state that I like DCC and Goodman games. I own several products. I encourage people to buy DCC, because even though I do not run it, I have farmed it for many ideas and their adventure modules are some of the best in print now.


This is one of my favorite of his videos and rings so true.

I have previous blog posts on my thoughts on Wizards and possible ways to improve them at low levels. Check them out HERE and HERE.

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Friday, August 7, 2020

A Review For The Adventurer’s Guide to The Yol’Najj Forest

 

          Zine Quest 2 was a few months ago and many of the products are starting to reach the public. This week I received The Adventure’s Guide to the Yol’Najj Forest by Zeshio. I was not familiar with Zeshio before this project, but I was pulled in by the evocative art that many have mentioned has a Mike Mignola feel. I also knew going in that it would be a micro-setting that would be system agnostic. Other than that, I was just taking a $10 chance on a product. I am happy that I took that chance, because dollar for dollar, this was one of the best products I have purchased in a while.   


What You Get In The Book

-          37 pages including the interior of the back cover

-          3 maps (1 valley, 1 city, 1 fortress)

-          10 new pieces of gear/magic items

-          9 factions

-          15 NPC character descriptions

-          Lots of new creatures and plants

-          Plenty of lovely art

-          A ton of random charts

-          More stuff I did not mention

As you can see quite a bit is crammed into 37 pages of content. The one thing you cannot blame Zeshio for is not giving you plenty for the price of admission.

 

The Concept

                The setting for the book is about a magical forest and the surrounding areas. Besides the forrest itself there is the Cutting Fields, the Mycon Swamp, the Yol’Najj Jungle, the Votari Vertical Caverns, the Oldwood, Volax – The Crystal City, and the Crystal Crevice. Each location has a section in the book and gets a few pages of description, factions, monsters, and interesting inhabitants. The magic forest also sits on an ancient ley line that gives it power. The ley line is corrupted and causes an explosion in the mountain nearby raining magical crystals all over the area. These crystals are influencing the local flora and fauna in various ways. There are several factions in the area, and each are reacting to the magical crystals and the disease it creates, in different ways. As time goes on you can form relationships with different factions and completing missions for the factions will help in shaping the world around them.

Stuff I Like

                I have other articles that I talk about my love of “plug and play” mini-settings and this is just that. I could easily plug in all or part of this book into a larger campaign like Barrowmaze. If you are a reader of mine, you might have seen me compliment Thunder Rift as a product, and this is a smaller version of that. I also like that the art truly gives you a feel for the setting. Zeshio seems to have on their website different art projects and seems to be quite proficient in their craft. It would be easy to snip pictures from the PDF to create an art book for the players to look at during game or make tokens for Roll20 and the like.

                The game is completely system agnostic and I do mean completely. There is not a stat in the entire book, just suggestions on powers or effects that should happen. I find myself automatically figuring out how I would make this magic item in Old School Essentials, 5e, or even Savage Worlds. This can literally be used with any system and is like Rocketship Empires in that respect if you are familiar with that game. Here is an example of a magic effect from an item in the book.


“Those hit with the bow are stunned briefly and take decay damage. Shadowy, ethereal tendrils cover the bow.”


                In OSE, because OSR rules are a bit brutal, I would have it be a +1-bow doing d6 damage, plus a save vs paralysis or suffer an additional d6 damage from dark energies.  If I were running it in 5e, I would have the have the bow be a +2 and do D8+2 damage plus a Constitution saving throw. On a fail, the victim is slowed the next turn and takes an additional 2d8 necrotic damage. As you can see it is completely flexible with whatever system you are planning to use and since I run a host of different games it is useful in my entire collection. 

What You Might Not Like About It

                I can see that some people might not like the fact that the game is completely game agnostic. There are suggestions on how monsters and items should be, but if you really want stats, this is not the supplement for you. I have been playing RPGs and especially D&D for 30 years and coming up with things on the fly are not difficult for me, but I know some people do not want to put work into a product for which they are paying money. I understand that feeling.

                The game has a subsystem in it that needs to be tracked if the setting is to be used fully. There is a mechanic that tracks Order, Health, Chaos, and Death. The actions that players take need to be tracked and they effect how the forest and the area react. Over time the meters will build, and the forest changes and different factions will take different actions. It is a bit of a clock mechanic that allows actions to happen in the background and make the world feel more alive. To be completely fair and honest, the mechanic is not that difficult to track, but I know some people do not want to have anything extra to do when running a game.

 

Where Can You Get It

                I do not think that it is currently available in print format, outside of the people who backed the Kickstarter. It is available in PDF format for $7.99 from here. For the price I do not think you can beat it. Possibly if there is enough demand another run of the physical product can be done.


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Monday, March 16, 2020

Rolling Ability Scores – DMG Delve Part 2

        You would think with all these years into the hobby, and all the characters that have been created we would know a few solid truths. One truth that tends to get circulated is that stats should be 3d6 straight down the line, no exceptions! This is not the case in the AD&D 1e Dungeon Master’s Guide. We come to a section early in the book about “Creating The Player Character” and the first sub-section is “Generation Of Ability Scores”. This section gives you information not only on the generation of PC stats, but NPCs as well. While many in the OSR movement claim that modern D&D has a tendency towards super heroes, it seems clear from Gary’s writing that the PCs in Dungeons & Dragons should be “a viable character of the race and profession which he or she desires”. 




Gary admits that it is possible to generate playable characters by rolling 3d6, but only after “an extended period of attempts at finding a suitable one due to the quirks of the dice”. This shows too that rolling over and over again to get a character’s stats at least was a thing. He also discusses how creating lower quality characters can often lean to characters having a short life and this in turn discourages new players. I think this is a great insight and I have argued this for a while online, people (in general) don’t like their characters dying. This can drive people from the game before they ever really try it. One of the best parts of the game is the ability to create a character that is “yours” and getting to play that character. This is not to say that characters should be immune to death, which is going too far. Without a solid threat of consequences, you are robbed of a sense of danger and accomplishment. We should though strive to have characters that are viable for their profession. Thus the rolling system used to create them must tilt slightly in the PCs favor. This should create adventuring folk, not monster bait. With this in mind Gary discusses four methods for rolling attributes for your PCs.

Method I: 

All  scores  are  recorded  and  arranged  in  the  order  the  player  desires.  4d6 are rolled, and the lowest die (or one of the lower) is discarded.

Method II:

All  scores  are  recorded  and  arranged  as  in  Method  I.  3d6 are rolled 12 times and the highest 6 scores are retained.

Method III:

Scores rolled are according to each ability category, in order, STRENGTH, INTELLIGENCE, WISDOM, DEXTERITY, CONSTITUTION, CHARISMA.  3d6  are  rolled  6  times  for  each  ability,  and  the  highest  score  in  each  category  is  retained for that category.

Method IV:

3d6  are  rolled  sufficient  times  to  generate  the  6  ability  scores,  in  order,  for  12  characters. The player then selects the single set of scores which he or she finds most desirable and these scores are noted on the character record sheet.

All of these methods allow you to either arrange your stats, roll more than 6 times, or roll more than 3d6, some of the methods allow for combinations of these. Whichever way you choose to go about it, you are certainly going to get more options than the 3d6 in order. 3d6 in order seems to be the method for generating commoners and people of little renown. Gary mentions making NPCs (which he seems to mean powerful NPCs), which he seems to recommend them getting high scores because, “how else could these figures have risen so high?” General characters need to be average, so he recommends considering and 1s rolled are treated as 3s, and any 6s rolled are considered 4s. For special characters, not high NPCs, but not commoners (like henchmen) he recommends using the same system as the PCs, or doing the 3d6 method, but adding 1 to each dice rolled.




It seems clear that the idea behind the rolling systems is to have characters that are decent at their profession. This seems reasonable to me. I want competent characters and that can accomplish their goals like professionals. I do not want characters that are sickly and gross with little reason to be in the field. This seems to be the appeal of DCC, which is not exactly my cup of tea. There is nothing wrong with it, but it does not suit my style. What do you think? What method of rolling do you use? 

      This is some of the interesting stuff in the 1e Dungeon Master's Guide. I will continue the series Delving into the original DMG. If you are interested in the purchase of the book, please see the links below.

If you are interested in getting a copy of the AD&D 1st Edition Dungeon Master's Guide you can get a PDF or Print on Demand HERE.

If you are interested in an original copy try HERE.







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Monday, March 9, 2020

The Greatest RPG Product Ever Made - DMG Delve Part 1

         I do not think I am the first blogger to make a claim to having the Greatest RPG Product ever. But even if you disagree with my choice, you cannot deny this book's influence.  The 1st Edition AD&D Dungeon Master’s Handbook is iconic. Whether it is its advice, copious amount of tables, the informative Appendix sections, or even its art, it is a tried and true classic for any edition of D&D. The materials inside can actually stretch beyond its fantasy roots and act, in general, as an amazing tool for world building. I really cannot say enough good things about this book and all the guidance it gives you. My plan is to do a deep delve into this book pulling out different sections and discussing what they mean for the game as a whole, or how we can use the information in our own home games regardless of edition.


The image I most associate with D&D

         I wanted to start out today with something that is often overlooked, the Foreword and the Preface. Most people want to quickly get to “the good stuff” and never actually read the beginning parts of this book, or any book for that matter. I believe these opening statements give us, the readers, and an insight into the founders of the hobby and expose us to their intentions with the creation of the game. This lays a groundwork for not just D&D, but the RPG industry as a whole due to the influence D&D held, and still holds to this day. 

The Foreword

This is the only bit of content really in the book that is not written by Gary Gygax (unless you include the comics). The Foreward was written by then TSR Editor Mike Carr of In Search of the Unknown fame. Beyond other projects, Carr was the editor of AD&D’s core three books at the time the Player’s Handbook, Dungeon Master’s Guide, and Monster’s Manual. This gives him a wonderful insight into the thought process around the entire D&D world, at that time. He begins his letter to the player’s with an important question, “Is Dungeon Mastering an art or a science?” A question we can still ask ourselves today.

Carr makes the case that being a Dungeon Master is a little bit of both. It is an art, in that it is a creative endeavor that has each DM’s own “personal touches”. It is a science in the way that it requires both preparation and a keen attention to detail. While moving somewhat quickly away from the more “esoteric questions” he establishes that being a Dungeon Master is a “labor of love”. I want to pick that apart for a minute. You do have to love what you are doing to be a good DM. Have you ever played with a DM that obviously wasn’t feeling the game they were running? It is bad for everyone, not just the DM. It is the enthusiasm that you have for your game, as a DM, that will be infectious to the others that are playing. Stan Lee talked about how enthusiasm was the best sales pitch. If you want players to be interested in your game, you need to be excited for the game. 

        The second part of Carr’s quote is the concept of labor. Being a DM is work, and they are certainly the busiest person at the session. Any labor, whether for work or for love, has value. That value needs to be respected because the DM’s opportunity cost is generally larger than anyone else at the table. As a player be respectful of the DM’s time, effort, and energy. Allow basic etiquette to apply, pay attention to the game, act in the best interest of the game as a whole, don’t argue with the DM at the table, etc. 

This beginning section is a great section and at only five short paragraphs it has a lot crammed in for DMs and players alike. Carr discusses the boons and busts of being a DM that can resonate with anyone that has stepped behind the screen regardless of edition or even RPG. I think I will leave this section with a quote from the text, “Dungeon Mastering itself is no easy undertaking, to be sure. But Dungeon Mastering well is doubly difficult.” 

The Preface

This was a letter from Gary Gygax to his fellow campaign referees (Dungeon Masters) about the book they just purchased. Beyond that, it really discusses some of what he saw as the job of a “referee” in running a campaign. He stresses that this books is solely for the Dungeon Masters and is not for the players. He goes so far as to state that players should not own this book, and those that do are “less than worthy of an honorable death.” This seems like such a foreign concept these days as it is eliminating a portion of the market. I think a significant portion of the people who play D&D own the core, three books of the PHB, DMG, and MM. You are just throwing sales out the window, for the sake of keeping the core game mechanics a secret. Remember at this point the DMG, not the PHB, has most of the rules for play. Combat is not covered in the PBH, because that was not for players to know. 


Art from the DMG.

        I am not sure how tongue in cheek the statement above is, but it seems serious in the passage. He also suggests charging PCs who own the DMG, more money from sages for information. If meta-knowledge is used from the DMG, it is suggested that the player should lose several magic items and apparently that is letting them off easy. One thing this shows us is the value knowledge had in older (A)D&D. My players have come to realize this more recently. They would much rather get a useful piece of intel then a magic item, because knowledge often keeps you alive. This could have disastrous consequences for the tournament scene, which he mentions as a reason for the standardization of the rules. 

        Gary says that this work is “written as one Dungeon Master equal to another.” The DM is the “creator and ultimate authority in your respective game”. Regardless of that power, this book was about taking the rules and trying to create a “degree of uniformity” so that players could travel from one game to another and not, in essence, be playing a different game. He admits to the fact that no two games will be 100% the same, but hopefully the core will remain the same. Races will be the same, spells will work more or less the same way, magic items might vary, but will have a common resonance. Thus in some ways this book is about putting some limitations on the game and set up a group of boundaries. These boundaries are important, because at some point you run the risk of drifting out of what is D&D. He warns players, “Similarly, you must avoid the tendency to drift into areas foreign to the games as a whole. Such campaigns become so strange as to be no longer “AD&D”. They are isolated and will usually wither.” The trick seems to be to create something new and unique to yourself, while maintaining the viability of the rules i.e. the systems and “laws”.

        Other bits of advice from the letter involve getting the most out of being a referee. He discusses how you will spend hours making, creating, and running your game. The best reward a DM can hope for is that people (players) use what you created. Isn’t that what we all want? So that are effort wasn’t for nothing? We just want someone to play with our toy. I think this is a great insight, and he discusses some pitfalls. He mentions how player, in general, want their characters to succeed. There is nothing wrong with that, but if left to their own devices they will often want to succeed quickly and with as little struggle as possible. Players with a strong personality can manipulate a DM into ideas that might be good for them and their PC, but bad for the group or game world in general. Players that do not have as strong a personality will drift from the game as they will want something more egalitarian and possibly challenging. The opposite is a problem too. Games that have too high a difficulty might feel unfair, or that the DM is just out to “get” the players. This can lead to resentment and players ditching the game in order to avoid a weekly beat down. 



       This article is wonderful and shows players of any edition the thoughts that went behind some of the earliest years of the game. The book was released in 1979, but he does mention in this letter he had been working on it for at least 2 years. So the construction of this mammoth tome was started about 3 years after the hobby was created. We see some of the intentions of the creators in that the DM is the ultimate authority of his game, the rules need to be grounded, but flexible, and that knowledge should be a commodity in D&D games. 

        I plan on continuing this series and delving more into the AD&D Dungeon Master’s Guide to see what it can teach us about today’s gaming. If you would like to see more, please comment here or on social media to let me know. Overall this has been one of my favorite articles to write as I have always had an affinity for this book, though 1st Edition AD&D is the edition I have played the least. I think all editions can benefit from this book, and I plan to show it.



If you are interested in getting a copy of the AD&D 1st Edition Dungeon Master's Guide you can get a PDF or Print on Demand HERE.

If you are interested in an original copy try HERE.







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Wednesday, March 4, 2020

Why I Finally Decided to Purchase Barrowmaze

         I get a few people asking me questions about my old Keep on the Borderlands game and what became of it. It went on for quite some time, but I had some medical issues then ran some Star Wars D6 for a while. I brought the characters from the Keep on the Borderlands adventure back, and started them in a modern classic Barrowmaze. I will admit that in the past I was hesitant on Barrowmaze due to the significant monetary investment that is involved. I can generally buy five to ten other OSR products for the cost of the hardback POD. I am here to recant my criticism though, the product does live up to the hype. I have now been running it since December on a weekly basis with my group of students at school and we all love it. The students really do like it more than Keep on the Borderlands, which to me states volumes. This article is going to cover what exactly Barrowmaze is, for those that are not familiar, and what I like about it.





What is Barrowmaze?

I think when you ask most people, “What is Barrowmaze,” the most common response would be a Megadungeon. If it was just that, it would have succeeded quite nicely, but it is actually a lot more. To me, Barrowmaze is something better than a singular Megadungeon, Barrowmaze is a skeleton. What do I mean by that? Barrowmaze outlines and entire mini-RPG ecosystem. The campaign takes place in the Duchy of Aerik which has an amazing framework for not only the Megadungeon, but the ability to build and expand into other adventures. The book comes with the areas other locations, gods, backgrounds, and threats. You are not buying a Megadungeon, you are buying a mini-setting that is easily expandable. The village and Barrowmaze itself are the focus of the book and have a lot of meat invested in them, but the surrounding area is fleshed out just enough that you can add to it quite readily. Your PCs can easily become influential with the local government, build up status and reputation, and eventually even settle and build permanent structures. You can also slip other modules into the areas around Aerik, if the PCs want a change of pace.  

The Megadungeon itself is structure a bit differently than the norm. Most dungeons get more dangerous and rewarding the lower you travel. Barrowmaze is a series of burial mounds that act as mini-dungeons. These are great for short, punchy play. You can run sessions in only a few hours and still feel accomplished by knocking out a few mounds. As the PCs travel from left to right on the map, the mounds get more difficult and more rewarding. Below the mounds is a single level that qualifies as a Megadungeon. With close to 400 rooms it is the titular Barrowmaze. The maze will challenge the players and is divided up into different sections with factions in each section to deal with and negotiate. Combine this with the 70 burial mound min-dungeons, for the price, you are getting a product that will provide a huge amount of content. In a dollar to content ratio, this is one of the cheapest products on the market. 

There is an overall plot, but it is as relevant as the DM wishes to make it. If they want to lean into the plot, they easily can. If they would rather use this as a boot-it and loot-it game, you can easily do this as well. I personally am running with the plot as I find it interesting and I like to tie other adventures into that plot.  


A Great Questing Beast Review of Barrowmaze.

Using the Book

These days I am running an open table for anywhere between 4-6 players on average, though it has been as high as 9. The group’s foundation is that they are a mercenary company, like many of the others in town and they are seeking their riches while the "getting is good." I wanted to add to the overall feel of the area and I used other supplements to spice up the duchy. As an example without too many spoilers, the duchy map mentions a “Secret Shrine”. In the setting background the plot is tied up with a serpent god as well. I replaced the “Secret Shrine” with Skerples module Tomb of the Serpent Kings, and dropped just a few ties to the main Megadungeon. Also, there are rumors of tribes, froglings in the base book, running around the swamps in the game. I kept the froglings, but I have an Old School supplement with amazonian warrior clans and I added them to the swamps. They fight each other, and everyone else who is not them. The players can attempt to negotiate with them, or go to war. Maybe put one against the other? The tribes are related to a witch located in swamps of Bogtown and their local Thieves Guild.

I am trying to get my PCs as tied to the town as possible in order to get them to want to spend money on the town and watch it grow. They seem to like investing in things and have that investment pay off. This setting seems to lend itself to that style of play. Some players are trying to form businesses, some are trying to make fortifications for the town, and others are making a reputation as party animals and carousing experts. Making the environment a living thing is important. Players are spying on rival companies and finding out information on the locations of possible good treasure, then swiping it out from underneath them. Sometimes they go into the mounds expecting to open a mound with a treasure haul, only to find out that a different group was already there. I added a touch to the main bar in town where each of the adventuring parties have their names with numbers by it on a board. These are the number of trips to the Barrowmaze the parties have made and come back with significant treasure. I imagine this kind of like Top Gun with the different pilots competing for who is best. 



        Beyond expansion, it is a great resource to steal from. The village of Helix is wonderfully detailed with enough information to hang your hat on, but is not too detailed to not allow for customization. You could just use a few pages from the Helix section and drop this as a home base in any of your campaigns with little difficulty. The town is big enough that it has some meat to it, but it is not a major metropolis with all the needs of the characters catered to by the NPCs. Barrowmaze also comes with loads of new monsters, rival NPC parties, spells, and magic items. All of these are great for any DM looking to throw something new and different at the party that is not in the core books.

Lastly, it is incredibly useful to a diverse audience. It was originally released for Advanced Labyrinth Lord, which makes it compatible with just about any Old-School System. I personally use Old-School Essentials with the Advanced Fantasy Genre Rules added into the mix. It was also converted and is available to for 5th Edition Dungeons & Dragons and all of the systems that radiate off its core mechanics. This selection covers a huge swath of the fantasy RPG industry with players from all sorts of editions able to access this awesome product. 




Conclusion

This is a great product, and with all my hesitations before about it, I was proven thoroughly wrong. It is worth the price, and it is a great piece of modern game design. It deserves all the accolades it has acquired, and if you have not checked it out you should. Right now is GM’s Day(s) at DriveThruRPG and you can get Barrowmaze quite a bit cheaper than usual. If you want to check it out, click the link that I provide below.

Barrowmaze for Old School Games can be found HERE.

Barrowmaze for 5th Edition D&D can be found HERE.






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Monday, February 24, 2020

Should D&D be Competitive?

(The article below discusses Tournament D&D, if you are unfamiliar with that concept, please click here for an explanation.)

              Something happened last week in my local area there was a 5e D&D tournament. I know this was a popular event in the D&D in the 70s and especially the 80s, but as far as I know seemed to start to die out with the introduction of 2nd edition. I joined the hobby right as 2nd Edition came out and was quite young so I was never able to attend any of these events in their heyday, but in reading and listing to interviews with some of D&D founding members, it was not only popular, but highly profitable. It seems weird that something that was this profitable (according to interviews) would not have continued with D&D in a bigger fashion or at least be picked up by someone else, unless the culture had changed dramatically. I know that there are still many versions of “organized play” i.e. Adventurers League, Pathfinder Society, etc, but I believe people would not classify those as competitive. I also know that tournaments still happen at major events, but from what I can gather, they are not nearly as popular. 




                I use to go to DragonCon every year before my son was born. I was there 1999 thru 2012, and there was an event that I played in a few times called “Cheese Grinder”. It appears that they are still running these up to today, but the goal was to live the longest in a series of death trap style rooms. You make the “cheesiest” character within the guidelines and try to not die. If you die you are immediately replaced by another person. I think it was $1-3 per character, and you waited in a bull pen for your turn. It was competitive D&D in a sense, because you were only out for yourself. These events were a lot of fun, I wouldn’t exactly call it a tournament, but it had some of the same elements that a tournament might have.


Responsible for tournaments in the past.

With the Old-School Revival being gaining a lot of traction, and 5e being super popular in the past few years it seems that these type of events might start gaining traction too. If it is though, I am unaware of it. It also seems that with the advent of computers and the technological revolution it would be easier to organize and get something like this running. Would people play in it though? Here is the kicker from the story above about the D&D tournament that was local here in town, it was a ghost town. There are several possible reasons, the store hosting is very new and this was an attempt to get people in the door. The city I am in has about 5 solid gaming stores with D&D Adventurers League running 5-10 tables per event, so players in the area is not an issue. I also run a D&D club at my local college with about 30 members, I offered to run a tournament at a games day we were having, and I received no interest in the idea at all. Competitive D&D was not accepted by newer generations in my group.


From Designers & Dragons, shows that AD&D was being developed for the tournament scene.

Could one of the Old School Publishers like Goodman, Necrotic Gnome, Goblinoid Press, or Frog God Games step up and organize these tournaments on a semi-regular basis? I know that they are often extremely small companies, but I believe they could get a lot of help from volunteers in the community. Or has the culture of D&D shifted over the years and the tournament scene could never get to the place it was before? The people that play D&D now are not into the idea of being competitive, and only want to play a co-operative experience. Could WotC create a new competitive scene with 5e D&D and promote it within the community? With Twitch and YouTube taking off it seems like you could find a possible wider audience for tournaments with D&D. ESports and D&D are popular on those mediums so maybe the tournament scene could flourish?


Sweep the character sheet, do you have a problem with that?

This brings us to the overall question, should D&D ever be played competitively? D&D has its roots in wargaming, and wargamers have tournaments all the time. Have role-playing games separated themselves so far from the roots that tournaments are no longer a viable option? I find it to be an interesting question. Have any thoughts on the matter? Post below with your opinions.





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