Monday, December 7, 2009
Thursday, October 8, 2009
Monday, September 28, 2009
Wednesday, September 23, 2009
Thursday, September 17, 2009
"There's this guy who used to post on a message board I frequent. He went by the nickname of 'Halaster Blackcloak' and it pisses him off to no end that anyone uses level limits. That's why they're in effect in my game."
Wednesday, September 16, 2009
A short list of setting assumptions that make D&D work:
1) Adventuring is very, very deadly. Most adventurers fall down holes and die.
2) Mages are rare and secretive. They do not integrate into legitimate power structures; rather they hoard their knowledge from rivals and from a fearful world. The world that had mages mass-conjure and mass enchant now lies in ruins. people loot its' remains, usually dying in the process
3) Peasant is not the default origin. It is younger noble with no inheritance.
4)You are not buying and selling at village smithies. You flog to travelling merchants, nobles, wealthy collectors, wizards and barons.
Friday, September 11, 2009
Monday, September 7, 2009
There is many things I like with DL:
-- An intolerant order of sorcerers who hunt down all MU who don't want to join and obey.
-- The three orders of knighthood.
-- The post-apocalyptic fantasy feel.
There is likewise many things I don't like:
-- Ansalon is too small for my taste (but relatively easy to double all distances)
-- I hate Kenders and Tinker gnomes, I really hate them.
-- I dislike minotaurs and would replace them with Greyhawk's Scarlet Brotherhood.
-- I dislike the timeline after the war of the lance (easily discarded)
-- I dislike priests have no spells during the war of the lance. (Nonetheless, also easily houseruled: priests of ancient deities would have been specialty priests ala 2e, but don't exist anymore. However, druids and clerics are available as PCs, though rare as NPCs; clerics would be akin to later 3e DL mystics.)
Last: I would have the half-orc race being hobgoblins instead, and playable as such in the setting.
Wednesday, September 2, 2009
Wednesday, August 26, 2009
Sunday, August 16, 2009
There are a lot of rules like this in OD&D that are seemingly random and don't make much sense. The problem, I think, is that the majority of D&D gamers don't play the game in the same way that Gary did. The newer players were using D&D to simulate grand fantasy and heroic questing rather than the looting of ancient ruins. So, a lot of rules got lost in translation, because they didn't make sense with what people were doing with D&D. Played closer to Gary's vision, they seem a lot more sensible.
Nathan P. Mahney - Save or Die!
Thursday, August 13, 2009
Sunday, August 9, 2009
The DM at the blackboard was Corbin. Take away his glasses and shoes and he looked exactly like the centaur from the cover of the original Monster Manual. Corbin would stand in front of a blackboard like a professor and run enormous dungeon crawls with 15 or 20 players at a time. A few of the players had high-level characters (as in, level 5 or so). The rest of us played 1st- and 2nd-level henchmen -- NPCs, essentially -- and we died like flies. We didn't even name our characters until they reached 2nd level. It was nothing to burn through two or three characters in an afternoon. Your goal was to live long enough to become a real member of the adventuring party and not just another nameless corpse on the heap. The only characters who got respect from the higher-level PCs were clerics. As long as you had a healing spell, you were useful. Otherwise, there was no pity in Corbin's dungeons. Low-level characters were there to open doors, peek around corners, and walk down corridors ahead of the heroes, poking everything within reach with a 10-foot pole.
- Steve Winter, Editor for the AD&D 2nd on his first D&D campaign.
Wednesday, August 5, 2009
Friday, July 31, 2009
On rpg.net, regarding "AD&D 3rd Edition"
Thursday, July 30, 2009
Monday, July 27, 2009
Monday, May 4, 2009
"I'll also note that the "Dave Arneson rule" for converting gold into XP is working beautifully. I only give XP on treasure that is spent. This means that every time they find gold or gems or whatever in the dungeon, they have to use it to buy things for themselves, whether they be scrolls, new gear, hirelings, or just a night out on the town if they want to gain experience points from them. This has served two purposes: 1) They must return to Adamas if they want to spend big sums of money and 2) They are perpetually poor. I am very satisfied with this, as I am with the campaign in general -- an excellent session overall."
Wednesday, April 29, 2009
Tuesday, April 28, 2009
Monday, April 13, 2009
Thursday, April 9, 2009
-- Armor Class in "Spellcraft & Swordplay"
Tuesday, April 7, 2009
Monday, March 30, 2009
Monday, March 23, 2009
Monday, March 9, 2009
Tuesday, March 3, 2009
Friday, February 27, 2009
Tuesday, February 24, 2009
Eye of the Deep: “Hey Dave! What if a beholder got drunk and fucked a lobster?” “Sure. They didn’t seem to mind the armadillo with a propeller.” Not even an ecology by Ed Greenwood could save this mess. Let’s face it: Most of the aquatic D&D monsters just plain suck. Morkoth, I’m looking at you…
Friday, February 20, 2009
Contrast this to modern-day gaming, where you tend to get more focus on individual encounters as rewarding in their own right. Along with this, you get another unstated assumption that the default way of overcoming a challenge is to blast through it. This is a significant paradigm shift, from a dungeon being a series of obstacles that you avoid or surmount, to being a series of encounters that you defeat through force of arms -- IOW, violence has gone from being peripheral to the dungeoneering experience, to being central to it. Now things like encounter pacing and class balance become more important considerations, and people start taking seriously questions like "are we done for today"."
Tuesday, February 17, 2009
Item Encumbrance in gold pieces
Belt pouch, large 10
Book, large metal‑bound 200
Boots, hard 60
Bottles, flagons 60
Bow, composite long 80
composite short 50
Chest, large solid iron 1000-5000
small solid iron 200-500
small wooden 100-250
large wooden 500-1500
Clothes (1 set) 30
Cord, 10' 2
Crossbow, heavy 80
Crystal ball, base and wrapping 150
Flask, empty 7
Hand tool 10
Helm, great 100
Holy water, potion bottles 25
Jewelry, large 50
Musical instrument* 350
Pole, 10' 100
Rations, iron 75
Robe or cloak, folded 50
Rope, 50' 75
Sack, large 20
Saddle, light horse 250
heavy horse 500
Saddle blanket (pad) 20
Scroll case, bone or ivory 50
Tapestry (very small to huge) 50-1000+
Wand, bone or ivory case 60
leather case 30
Waterskin or wineskin, empty 5
Friday, February 13, 2009
Thursday, February 12, 2009
Leading to thick clouds of hallucinogenic poisonous smoke.
The party's response? "Ah, sod this, it's too dangerous. We'll come back when it's burned itself out." And they noted the place's location and moved on.
Old-school to me says 'problem solving not via skill checks and rules but via OOC ingenuity and use of resources'. It also says 'bastard DM piles complication upon deadly complication onto simple looking traps'. And finally, it says 'the dungeon is cautiously explored as opposed to brainlessly moving through from encounter to encounter while pinging Spot checks.'"
Wednesday, February 4, 2009
from the sky ripped the better part of the land away and threw up the towering mountains across the plains of Aurim. Ina single instant, the Empire of Aurim disappeared forever.
Sunday, February 1, 2009
Always good to see some Taladas discussion. I, too, have really embraced the setting as the finest example of a Sword & Sorcery/Points of Light setting ever published by TSR (well, excluding the Conan RPG, of course). At the risk of incurring the wrath of the moderators, I have found it an excellent setting for the latest edition of the worlds's most popular roleplaying game, with only minimal tweaks to the existing races and classes. We have six characters: A Hoor Warlock follower of Usa the Mighty, an Auric Paladin of Reorx, an Uigan Ranger, a Minotaur Warlord from the League, an Auric Grey-Robed Wizard from the Academy, Initiate of the Graylord, and an Auric Fighter, a Legionnaire from Eragas. All started out in the outpost town of Brilmantir in the Steamwall Mountains, and have had run-ins with hulderfolk, hurdu, degenerate lizard-folk, and their Black Drgon "god", Maladraxus, ancient, pre-cataclysmic tombs and their guardians, horrid swamp-creatures, spawned by unknown chaotic energies, and a strange, bronze-coloured egg, inscribed with mysterious sigils, about to hatch...
Friday, January 30, 2009
A player may use their Mulligan Stone on another player's roll, provided that other player agrees.
Tuesday, January 27, 2009
Monday, January 26, 2009
Friday, January 23, 2009
- "two campaign articles in Dragons 63 and 65, and would advise anyone starting a new campaign to check them out: "Plan Before You Play" and "Law of the Land."
- two pieces of local info (rumours, legends) per character, written on index cards and randomly distributed.
- "The old man hadn’t said much about the job before he got himself killed, just that you were to conduct him to the town of Dressanthorpe and that you’d be payed the going wage for bodyguarding/escort work and, afterward, he’d tell you more if you wanted to brave a greater danger and reap a greater reward. Well, it turned out the journey was danger enough. The four bandits that attacked you were either desperate from hunger or too drunk to know better. It hadn’t taken long for you to subdue them when they burst, screaming, out of the brush along the side of the road. Unfortunately for the old man, one of them wasn’t too bad with his sling and got in a lucky shot before falling to your swords.
It was bad enough the old man died just as you arrived at your destination. The fact that he obviously intended to cheat all of you just made it worse. The pouch he wore so prominently on his belt, the one he led you all to believe was full of gold, turned out to hold mostly copper; definitely not enough to pay you all off at the price he quoted. The sale of his clothes, weapons and other items had barely earned enough cash to buy you a night’s lodging and some warm food.
But he hadn’t left you entirely empty handed. The hidden pocket he’d had sewn into his coat had been decent, but not good enough to escape detection during the close inspection you’d given him while looking for enough cash to fund your journey home. You hadn’t found any cash, just a letter on old, fading parchment. It was obvious that the letter was what brought the old man to this town on the edge of the kingdom, at the foothills of the Trollstep Mountains; and that his allusion to “greater risk for greater rewards” meant he’d planned to offer all of you a chance to seek the treasure described in the letter.
And so, you find yourselves sitting around a scarred old table, in the darkest, remotest corner of Dressanthorpe’s only Inn staring at the letter, reading it over and over again, trying to decide between working your way back to more civilized lands as caravan drovers or bearers and heading up into the mountains to find a fortune."
Thursday, January 22, 2009
2. Demihuman level limits. Multiclass if you want to keep up over the long haul.
3. Infravision, not nightvision.
4. Characters start at 1st level.
5. Dungeons mean: need light sources, need henchmen to carry light sources, having henchmen eaten by wandering monsters if you waste time.
6. You get XP for treasure.
7. No cavalier, barbarian or drow PCs.
8. Magic items should never be available for purchase. Except for potions and scrolls.
Wednesday, January 21, 2009
Tuesday, January 20, 2009
Sunday, January 18, 2009
Here are some links I'm accumulating. Organization will come.