Monday, December 29, 2014

Why is there a dungeon entrance in my grandmother's basement?

In the current campaign, we recently relocated from a setting where the dungeon was an hour or so outside of town and we usually could expect to just walk the day's loot out, no major fuss involved. Now we're 160 miles away, with our return rides, some hirelings, and the food for the way back camped a short ride outside of monster town, where their existence might be reasonably deduced by some likely future hostiles we've encountered.

At the moment the adventure balance is sort of Warcraft-like. Town is safe, most encounters are site-based. You really have to pick your loot when you have to carry it back for a week's uncertain caravan back to safety or trade with a troll for crude-but-portable swag.

The distance-from-safety involved in the campaign's move poses some interesting role-playing challenges. And I think it's pretty clear that having an unquestionably safe place a trivial distance away removes food and water tracking as a game element, and lessens the importance of planning ahead for gear. I like obsessing over gear, but living out of a backpack is pretty mundane adventure.

There is a lot of adventure potential in having danger on your doorstep, if the danger occasionally crosses the threshold. Then your safe place may not be so safe. Of course, there might be hostile factions in town that shift the focus of play away from the dungeon, but it's a different sort of thing when an evil thing is tearing up Moe's Tavern and you're listening at the doors of the inn. At that point, the dungeon/town dichotomy breaks down.

But then, so does the stability of the game world, so maybe that's why more DM's don't do that. Not everyone wants to play Warhammer or Cthulhu when they play D&D.

Friday, December 19, 2014

Why would the next guy want to do it my way?

So: I back-read the contents of the blog tonight, and ran across a link to Zak's seminal rogue/sandbox essay.  Good stuff, that definitely had me questioning whether paladin is really an adventure-friendly choice.  Is my paladin character just a vehicle for the DM to dispense plot?  What may superman choose?

On the opposite end of the spectrum, Nathaniel and I have been talking about Gus's awesome HMS Apollyon campaign, which has our heroes literally plucked out of the deep blue sea and set to earn their keep by adventure.  Awesome game, very little player agency at the outset. Yet it's still clearly a sandbox of a megadungeon. Zak's points apply after the outset, and the play reports do contain references to later passenger-class or characters from Apollyon-specific races. It's the agency-denying castaway origin that played into our discussion, though. We were looking for an answer to the eternal question of what unifies our handful of special snowflakes?

Maybe agency is overrated.  Sometimes it's nice to have your options constrained by circumstances.  That's why we all choose to look for our loot and threat inside of nice comfortable dungeon walls instead of seeking treasure and fighting monsters in the woods, with it's profusion of natural cover and map-defying nameless hills. Do we need a say in why the character is in the party?

Tangentially, I'm considering going with order as rolled for my next character.  Not that I'm suicidal, but now that Baldomero is the party tank, I expect to slip on the wrong banana peel sooner or later.  I bring it up only as another example of arbitrary constraint I feel drawn to. I'm not so far gone that I favor pre-generated characters or random character traits. I still think it's worth while to think about what kind of character you want to play.

Back to the main point, which is whether we can afford to have six guys all having their own individual agendas each do their thing in the two or three hours we get to play these days.  If not, then we may as well have been plucked out of the sea.  In Gardmore, the Deck draws us. Groovy. This creates a set of lines I have to stay within when I'm thinking up that next guy.

Whoever it is needs to just happen to be kicking it in monster town and then decide he wants in on the party's thing.  Or, there's always the two hillbillies Rokdig hired, I guess.  One of them could step up. What to do?

Sunday, December 14, 2014

Blog, Resurrected

Topics to consider:

- Starting XP
- Distance from Dungeon to Town
- Party Origins & Replacement Characters
- Clerics & Gods
- Megadungeon: underground v. Ruined city
- Transhuman fantasy

Sunday, August 29, 2010

Some insightful comments

From "We Always Ignored That Rule"

I concluded that the AD&D version of the "weapon vs. AC" table was interwoven with the variable weapon damage - some weapons have apparently sub-optimal damage dice, but when used with the "vs. AC" table are a better choice for doing damage to a heavily armored character. If you don't use those tables, there's no mechanical reason to use those weapons. I don't have the tables to hand, but I recall it being an issue with piercing weapons such as war hammers, military picks, and stabby polearms. Probably crossbows, too.


FWIW, TSR fixes this ;)

Having returned to D&D after many years, I've come to realize how the rules I previously ignored changed the flavor of the game. For example, as a kids we hand-waved encumbrance, food, light source tracking, etc. It just didn't seem important or fun. Now I realize I missed a significant aspect of the game by ignoring those rules. I've come around to the opinion that it's not really D&D without the resource management.

Thursday, August 12, 2010

It's been a while.

From BigFella:

I think the trick is not having a certain "magic bullet" that's the only way to kill the monster, but rather being open to unorthodox wacko crap that desperate players come up with when their pointy sticks aren't working.


It's the players' job to be clever, the GM's job is to give them something to be clever about and to inflict the ramifications of that cleverness in an even handed manner.

Monday, June 28, 2010

Initiative.

"Round-by-round initiative was key to the whole combat action system though. Everyone declared their actions, THEN initiative happened. That injected a whole element of uncertainty into the game. Did you plan to boldly advance towards the altar or hang back near the door where you could restrict the enemy? If you decided to advance and the other side got the initiative you could end up in a heap of trouble, but hanging back could seriously hamper your ability to achieve some goal or other. Switches of init between the two sides also promoted the possibility of sudden reversals of fortune and gave combat an uncertain and rather chaotic caste. And of course the whole thing raised heck with magic users, especially if they were planning on using any of the longer casting time high level spells."

Monday, June 21, 2010

Tavern Rumours

From DungeonMastery:

1-10 Low Paying Job
11-20 Decent paying job
21-25 High Paying job
26-30 Con Artist (Fake Job)
31-40 Fake Leads
41-50 Folk Lore*
51-60 Minor Artifact Location
61-70 Treasure Hunt
71-75 Lead on a Villain/Friend/Etc
76-80 Major Artifact Location
81-90 Two pieces of useful information**
91-100 Someone is selling a map!***

Wednesday, June 9, 2010

Tuesday, June 8, 2010

Thoughts on Light from KarasDjun

From dragonsfoot:

Has anyone ever gone into a dank, pitch black cave with nothing but a flashlight to guide several people along? I would imagine stairs (especially those in disrepair) would be quite treacherous and any hole would be very dark until the light came closer. Those behind the light would be in almost total darkness and easily picked off by creatures able to see well in the dark or dim light. For these reasons and more, I think continual light "flashlights" are a waste of time.

As for enchanted swords and other weapons with light/continual light cast upon them.... Take a flashlight or two in a dark setting and swing it like a sword. Now have someone without a light poke at you with a stick. I'll bet they hit quite often. I would think that multiple light sources like this would likely cause more confusion than shed illumination good enough to see by. Given the shadows cast by these weapons, whipping about at high speed, you would be virtually sickened or at least nauseous by the end of a long combat. A light spell should be cast upon a stable object (ceiling, torch sconce, etc) otherwise the constant movement would become distracting at best, sickening at worst (like watching a video where someone is running with the camera). Bullseye lanterns are sort of like flashlights (mono-directional beam) and are great for spotlighting a certain area, but I'd take a torch or hooded lantern over any of these. A linkboy serves to keep the light still while combat occurs around him. A clerical sanctuary spell or protection from evil would greatly enhance their survival. Even at higher levels, a linkboy with a magical light source can cloak it and reveal it as the party wishes and still leave them free to fight.

Sunday, June 6, 2010

From the Greyhawk Wikipedia Article

Rary was a low-level wizard created by Brian Blume and played only until he reached 3rd-level, at which point Blume retired him, having reached his objective, which was to be able to call his character "Medium Rary"