Author Archive

gaming with the bullies

Friday, July 9th, 2010

The first D&D game I ever played was in my 5th grade classroom, right before summer vacation, when our teacher had basically given up and let us do what we want. Everyone – nerds, jocks, bullies – was united in their obsession with D&D. (It was the 80s.) The DM was one of the Bullies.

“You walk into a room,” he said to one of the jocks, whose fighter was on point duty. “Where do you walk, the middle of the room, or the sides of the room?”

Most of us didn’t really know the character generation rules, so we’d all given our characters 18 in every stat. The jock had brought his beloved character sheet from home. His fighter had a 13 intelligence, so we called him “Stupid.”

“I’ll walk in the middle of the room,” said Stupid.
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The Twilight Saga: Escort

Tuesday, July 6th, 2010

I just saw Eclipse, and it seems like it could be turned into a magnificently terrible D&D 4e campaign.

It’s a high-powered paragon level campaign. In addition to their regular powers, everyone gets to choose a few cool powers from the Monster Manual. However, every adventure is concerned with protecting a level-1 NPC minion.

The NPC, Bella Swan, a) has an annoying personality and b) always acts in the most suicidal way possible. Bella Swan has no standard actions. She can, however, Mark as a minor action. In combat, Bella’s usual strategy is to move adjacent to the most powerful enemy and then Mark two opponents.

Besides fighting their opponents, the PCs must nursemaid Bella: use forced-movement powers to get her out of danger; mark opponents to override her marks; Grab her and drag her out of danger; hide her in a box or a cave, with at least one PC assigned to keep her out of trouble. Oh: concealment doesn’t work very well, though, because all the DM’s monsters always know exactly what square she is in because of her unmistakeable smell. They will also attack her instead of any other opponent.

Actually, maybe Bella’s not strictly a minion. She has 2 HP. When left unattended, she’s always getting Bloodied by, say, cutting herself on a sharp knife. If this happens, the party cleric had better immediately use healing resources on her, because there are more sharp knives lying around the world. (Let’s give Bella another ability: whenever she becomes Bloodied, she immediately Marks all opponents and allies within 5 miles.)

If any PC kills Bella, he immediately gains a level. However, the campaign ends.

Every Book’s a Sourcebook: The Riddle of the Sands

Monday, June 28th, 2010

(continuing my goal of using every book as a D&D sourcebook)

The Riddle of the Sands is is a pre-World War I British spy adventure, written by a real British spy who was later EXECUTED FOR TREASON. I think this adds a lot of authority to a book. Imagine if Naomi Novik, author of the Temeraire novels, died by FALLING OFF A DRAGON. That would give her a little something called AUTHENTICITY.

The characters in The Riddle of the Sands spend a lot of time poking around the German coast in boats, and there are a lot of details about Admiralty charts and tide tables. Some sailing exploits, and sights, are only possible at high tide. For instance, there’s an abandoned church on an island: at high tide, the island is underwater and the church can be seen sitting on the surface of the water.

Imagine the temple crypt below such a church. A macguffin entombed in the deepest part of the crypt might only be accessible at low tide, for, say, an hour; soon afterwards, water would start flowing in, giving the DM a great excuse for the classic rooms-filling-with-water hazard. On Earth, it takes about 6 hours for a tide to come in; so in a reasonably-sized dungeon, the PCs won’t be in danger of drowning unless they get caught in a trap or there is some sort of delaying terrain. This dungeon should probably have both.

What monsters would be in such a dungeon? In order for water to flow into the crypt, there must be an outlet to the sea somewhere. Mermen and other aquatic creatures can definitely be hanging out in whatever portion of the crypt is currently underwater.

The currently-above-water part of the crypt is more difficult. It must only be inhabited with amphibious creatures – which, luckily, includes undead, the most obvious dwellers in a church crypt. Imagine a skeleton which has spent half its time underwater for hundreds of years. It and its axe would be trailing weeds and slime; it might or might not be part coral (depending on how much you like The Tempest: does that sea change stuff actually happen?); and it would undoubtedly have something gross in its eye socket, skull or rib cage: a dead fish or scuttling crab.

The rest of the dungeon would be pretty unpleasant too: the church itself, up to a few feet up the walls, would be coated with weeds and slime, and paved with muck and stinking fish. Every level down would be successively more unpleasant.

the storm’s dilemma

Sunday, June 27th, 2010

Hamster Hoard wrote a cool magic item, a pair of shortswords called Waiting Storm.

Each blade of The Waiting Storm is a shortsword +1. With every successful strike, a blade will generate one hit point’s worth of stored damage to a maximum of six points stored in each blade. These points may be expended as electrical damage during an attack; alternately, three points may be expended to hold a target for one hour if a save vs. paralysis is failed.

I really like paired magic items. I like to give them to different members of the party, though, and have them interact with each other. I’d just make a couple of tweaks to this item.

1) Instead of shortswords, I’d make them (or at least one of them) a two-handed weapon. I don’t want one ranger wielding both. Perhaps they are Mjollnir-like hammers? Or, if they’re shortswords, they hate each other: anyone holding both takes electricity damage.

2) Instead of damage potential “stored in each blade”, I’d have them both feed a single damage counter. Either player can expend the stored damage – which means that the other player can no longer do so.

3) To increase the game-theory jockeying, I’d maybe add another effect that is more obviously selfish than causing extra damage or paralyzing an opponent. Perhaps by expending 3 points, the user of one of the weapons can become become invincible for a round – or, more diabolically, expending 3 points does 3 points of damage to the other wielder, while giving, say, 6 points of healing to yourself. (The amount of healing can be tweaked: it should be just enough to make it an agonizing decision for the PCs. Maybe the hammers are evil and offer different amounts of healing based on circumstance.)

There, I’ve taken a perfectly nice magic item and turned it into a cursed source of interparty conflict. This is how I’d like to handle cursed items, by the way: not with -1 to hit, but with a mix of good and bad effects that the PCs can’t quite turn down. It’s like the One Ring: It causes invisibility, that’s pretty awesome. But it causes the end of the world, that’s bad.

Every Book’s a Sourcebook: The Fire at Mary Anne’s House

Monday, June 21st, 2010

The Fire at Mary Anne's HouseI have a theory that any book -any book at all – can be used as a D&D sourcebook.

This is the second time I’ve illustrated a Blog of Holding post with a Babysitter’s Club cover. That’s because there are a lot of them around the house. Babysitter’s Club books are my wife’s slumming comfort book, just as 1970’s fantasy/horror novels are mine. “The Fire at Mary Anne’s House” kind of looks like it could be a genre crossover.

I’ve never read “The Fire at Mary Anne’s House”, but I don’t even have to open it to find inspiration for a supernatural horror D&D game. Look at Mary Ann! Her face and posture bespeak guilt, fear, or a deceptive faux-innocence. If she’s not a psychotic or possessed child, there’s a good chance she’s an evil spirit. In any case, I think we all know she burned down that house. From the title of the book, we can infer that she burned down her own house, unless she’s not really Mary Ann.

And how about that tag line? “Can Mary Ann rise from the ashes?” OK, so clearly Mary Ann was burned alive and is returning as some sort of vengeful ghost.

I think that what happened is, people whose bodies are burned but whose souls are unquiet (possibly because of some unfinished baby-sitting business) rise as spirits that the common people called “firebugs”. (Maybe the girl firebugs are called “fire Marys” or “fire Annes”.) Firebugs usually return at night, holding lanterns or candles. A firebug’s only desire is to burn their former homes, enemies or loved ones – everyone and everything they once had strong feelings about.

This is why, in a world where corpses can rise as zombies, cremation is not universal. Cremation can produce a firebug, juts as burial can produce a zombie.

An adventure idea: the PCs enter a village on Lantern Night, a festival where everyone carries a lantern or candle to protect themselves from the spirits who haunt this night. The first person the PCs meet is a solitary little girl with a candle, who speaks confused words about “saving the little ones” and runs towards an abandoned, half-burned house. If the PCs follow, they may be able to stop her from setting the building ablaze. If they don’t, they will have to deal with a fire sweeping through town.

Every Book’s a Sourcebook

From now on, I’ll try to record one d&d rule, adventure, or encounter idea from every book I read. This should be pretty easy, since about 1/2 of what I read is crappy pulp fantasy and sci-fi: the other half is, for the most part, 18th and 19th century novels and early 20th century adventure fiction, most of which has some swashbuckling. So for the most part it won’t be a stretch at all. If I somehow end up with a biography of Carol Burnett, or something, I’ll do my best.

I reserve the right to suppress any super-awesome ideas that I plan to use to surprise players. After all, if I don’t blog about a book, you poor bastards won’t even know I read it.

Embracing TPKs

Tuesday, June 15th, 2010

Dungeonsmaster has an interesting post on avoiding TPKs.

It’s solid advice – build fair encounters; know when to fudge; etc. Lately, though, I’ve been wondering whether player death — even TPK — is necessarily something to be avoided.

One of my most fun D&D experiences recently was as a player in a near-total party kill. We were fighting an encounter we knew was a little too hard for us; and we chose to roll into it when our resources were low, rather than returning to town and resting. Our DM rolled his dice out in the open; if he was fudging in other ways, we didn’t notice.

It was a close battle. At the end, only our fighter and the enemy boss were left alive. Once he was bloodied, our fighter ran away.

It might be possible for the surviving fighter to slink back and get our bodies for resurrection, but a nice bit of improvisation from the (dead) party cleric provided better closure than that. “I go before my deity, the Raven Queen,” he said, “and tell her about all the blasphemies committed by the atheistic ardent.” [My character, also dead]. “The Raven Queen has the ardent broken upon a wheel of pain for all eternity.”

I joined the improvisation: “Every 1000 years, the Raven Queen visits my character to taunt him as he is being tortured. Every time, my ardent tells the Raven Queen, ‘I still don’t believe you exist.'”

That story pretty much precludes my ardent from ever returning, but not every death needs to be reversible. Similarly, not every fight needs to lead to victory. In this case, we joined battle knowing that we might lose – and we lost. And it was fun.

Instead of avoiding all TPKs, I’d say the DM should make an effort to avoid bad TPKs. Bad TPKs are:

  • meaningless. Death at the hands of a major villain may be a tragedy, but a tragedy is still a valid and satisfying story. Death at the hands of some rats in a random encounter may feel like a frustrating negation of story.
  • surprising. One of the keys to a fun TPK is that the players know what they’re getting into. In my recent near-TPK, we had warning that the battle was going to be a tough one. We chose to enter the battle because we wanted to take our characters to the limit and see what they were capable of. We could have avoided the battle and come back better-prepared, but we decided to take an extra risk.
  • at the beginning of the session. An early TPK is the worst kind. Just as you fire someone on Friday, you should TPK a party towards the end of the scheduled gaming session. If a party is wiped out early on, what do they do for the rest of the session? Roll up new characters? Play Settlers of Catan? Go home early? These are all likely to be disappointing options. Therefore, TPKs should be avoided, if possible, until the last hour or so of the session.

Why parties know everything but can get away with nothing

Thursday, June 10th, 2010

There are three types of skill checks:

  • Roll 5d20, take the highest
  • roll 1d20
  • roll 5d20, take the lowest

Roll 5d20, take the highest:
Insight, and Any knowledge check. Everyone rolls: someone is always going to roll high. Anyone who rolls low will retcon their failed skill check into a successful “aid another” check.
This is why knowledge and Insight checks always succeed. Once one player declares one, everyone else rolls for it too.

Roll 1d20:
A character uses Athletics.
Sometimes you jump over the pit, sometimes you fall in the pit. Just as it should be.

Roll 5d20, take the lowest:
The party tries to use Stealth.
Someone is always going to roll low. This is why no matter how clever their plan is, D&D groups can never avoid combat (that and their “clever plan” is actually really bad). 4e is better in this regard than 3e, where everyone had an opportunity to blow their Hide roll AND their Move Silently roll, but it is still bad.

Given the numerical variance between “roll 5d20, drop the 4 lowest” and “roll 5d20, drop the 4 highest”, it’s really hard to set universal, memorable DCs that can be used for all skills.

In the past, I’ve dealt with this problem by using a variation of the mechanism suggested in the 4e DMG: asking the party to do a single skill check, using their most knowledgeable PC for knowledge checks and their least stealthy character for stealth checks. It’s an improvement, but it’s sad that the guy with the second-highest Knowledge check is basically useless and has wasted his skill investment.

The DMG2 has some great advice about doing group checks, specifically Stealth checks. Everyone rolls their Stealth, and if at least half of party succeed, the group check is successful.

This is a totally great rule. It’s a perfect fix for Stealth. It’s a shame that it’s tucked in a sidebar in the DMG2, not in the DMG1, or the PHB skill section, so that more DMs won’t read it; the “one bad roll screws up the whole plan” syndrome is implied by the Stealth rules and, in my experience as a player, is almost universally used by DMs. This leads to “screw it, let’s do a frontal assault” syndrome, which eliminates a lot of possibilities for sneaky fun, or “let’s send the thief in alone” syndrome, which often leads to thief death.

I wonder whether the same rule shouldn’t be used for knowledge checks. Instead of everyone individually making a check, everyone pieces together their knowledge. If half or more of the party succeeds, the party remembers that beholders are evil, or whatever. This would mean that you don’t have to set knowledge DCs insanely high to challenge the wizard: you can use moderate DCs. The wizard is still helpful, pitching an automatic success, and the second-smartest guy still gets to contribute.

Lankhmar levels 3: the first RPG

Thursday, June 3rd, 2010

So here’s the story of the first RPG:

Two Midwestern gamers create a miniatures-based wargame. During a scenario about capturing a castle, one of them has the bright idea of having each figure represent a single character, who would be roleplayed as an individual. This “role playing” element totally revolutionizes the game! Everyone who plays it loves it!

The game’s fantasy world has a huge impact on the development of the fantasy genre. One of the original authors drops out of the scene fairly early, but the other goes on to great fame in the fantasy community. Besides his gaming credits, he writes picaresque novels and stories about barbarians and thieves.

Then, 40 years later, in the 1970s, the same exact thing happens AGAIN.

In a previous post about Fritz Leiber’s Lankhmar boardgame, I wondered how the Leiber’s 1930s version of the game, which preceded Leiber’s Fafhr and the Gray Mouser stories, differed from the 1976 version published by TSR.

I’ve found an account of that game, by Dr. Franklin C. MacKnight, a friend of Leiber’s, in a multipart article starting in Dragon #30. Here’s what he says about the game:
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Lankhmar levels 2: Pulgh, the unpublished character

Friday, May 28th, 2010

In a previous post, I asked, who is this “Pulgh” who gets a stat block in the Fritz Leiber section of Deities and Demigods, but “does not appear in any of the currently published works about Nehwon”?

It turns out that Pulgh is a character from the LANKHMAR board game, designed by Fritz Leiber and published by TSR in 1976. The game is from 2 to 4 players, where each player takes either Fafhrd, the Grey Mouser, Pulgh, or another hero, Movarl. So that’s where Pulgh comes from – he’s a board game piece from a game published by TSR four years beforehand. Since Leiber wrote the board game, Pulgh is in the peculiar situation of being author-created canon who is not referred to (or, at least, has a minimal or questionable presence in the books. I don’t buy this “Pulgh is the cousin of Pulg” nonsense.)

The story goes back a little further than 1976, when “Lankhmar” was published though. From wikipedia: “In 1937, Leiber and his college friend Harry Otto Fischer created a complex wargame set within the world of Nehwon, which Fischer had helped to create. Later, they created a simplified board game entitled simply “Lankhmar” which was released by TSR in 1976.”

1937! That’s less than 25 years after H. G. Well’s Little Wars and 15 years before the founding of Avalon Hill. I wonder what that game looked like. I bet it was very different from the board game published in 1976.

So the timeline seems to be:

1930s: Leiber and Fischer create Fafhrd, Gray Mouser, Pulgh, and the world of Nehwon.
1937: Leiber and Fischer make the Nehwon boardgame.
1939: Leiber sells his first Fafhrd and the Gray Mouser story.
1939-1975: Second World War, Korean War, Vietnam, all our parents are born and grow up
1976: TSR publishes a modified version of the 1937 Lankhmar board game.
1980: TSR publishes Deities and Demigods, statting up Pulgh from the board game.

Do you think all of Leiber’s Nehwon stories could be classified as fiction about a game, like the Drizzt novels or “Wing Commander: Heart of the Tiger”?

Lankhmar levels

Monday, May 24th, 2010

Thinking about my recent post mentioning Fafhrd and the Grey Mouser, I remembered that F&M were statted up in Deities and Demigods. I looked them up – yep, they are both fighter-thieves.

The entire Nehwon section of Deities and Demigods is pretty interesting. Last time I read it carefully was in high school, way before I read the Fritz Leiber stories, so it’s nice to see these stat blocks contextualized. I don’t even remember what I thought of Nehwon at the time – did I recognize that it was from modern fiction? or was I like “What kind of crazy, obscure world religion is this?”

DeathA couple of stat block surprises: Death, for instance.

MOVE: Infinite

Well, that’s fun. I guess he has to move around pretty fast to travel from the dark underside of the world to collect all those souls.

CLERIC/DRUID: 30th Level Cleric
FIGHTER: 30th Level Fighter
MAGIC-USER/ILLUSIONIST: 30th level in each

Wow, Death really has a lot of merit badges. (By the way, 30th level seems to be the level cap for the gods: Odin, for comparison, has no class levels above 30th level, and Thor’s highest level is 20th as a fighter.)

THIEF/ASSASSIN 15th Level Assassin
BARD/MONK: 23rd Level Bard

OK, Death only has FIFTEEN levels of Assassin? He has more levels of BARD? You gotta figure, either Death has no assassin levels (your merciful 19th century solace-dispensing death) or he is the ULTIMATE ASSASSIN. As it is, though, if I had to choose one Nehwon god to inescapably kill a dude, and a different one to win a Battle of the Bands, right now it looks like I’m tapping Death for the battle of the bands, and I’ll take Rat God as my assassin.

The other peculiar entry in the Nehwon mythos is Pulgh:

Pulgh (hero)
Pulgh does not appear in any of the currently published works about Nehwon, although a cousin, Pulg, is mentioned in “Lean Times in Lankhmar”. Pulgh is the greatest warrior of Lankhmar (although when Fafhrd and Mouser are in the city, Pulgh would be hard pressed to claim he was the best in that place…)

What? He’s not in any “currently published works?” What does that even mean? Who is this guy? And what’s this about his cousin Pulg?