Archive for July, 2010

every book’s a sourcebook: African Civilizations: An Archaeological Perspective

Friday, July 30th, 2010

African Civilizations by Graham Connah

African Civilizations by Graham Connah

OK, African Civilizations: An Archaeological Perspective, by Graham Connah, is practically a literal sourcebook. It has dozens of maps of tombs, temples, and villages, as well as pictures of ancient treasure. And the best part of it is, because it details the non-Egyptian civilizations of Africa, this stuff is familiar to exactly NOBODY YOU KNOW. Some of the civilizations of Ethiopia, Nubia, and Zimbabwe were big, rich cultures, with impressive architecture, coinage, standing armies, and the rest of the trappings of powerful ancient and medieval kingdoms. Since they didn’t interact with Europe much until the colonial period, they are about as familiar as (or less familiar than) the kingdoms in a fantasy novel you haven’t read yet.

I’ve been slowly reading this book for a while. A few months ago, I used a map and a description of a queen’s burial chamber as the centerpiece for a dungeon. Today I was struck by a passage about the ephemeral nature of archaeology. Archaeology, after all, is what PCs do (at least, the Indiana Jones style of archaeology).

Because of the extensive excavation of the Aswan High Dam, we probably know more about Meroitic life in Lower Nubia than in either of the other two provinces.

That got me thinking about the plight of archaeologists, doing hasty, non-methodical excavations on a site that was going to be covered with water and totally destroyed. Unlike normal archaeology, you don’t take your time, catalogue, dig with a spoon. You dig up everything as fast as possible. Whatever you miss is gone forever.

Transfer that kind of pressure to a dungeon. Prepare a big, sprawling dungeon with lots of monsters, traps and treasure. Now place that dungeon in the bottom of a valley that’s about to be flooded forever: maybe one of the ancient dwarven dams is about to break. Make sure the monsters who live in the dungeon are nonsentient or eeevil, so the PCs don’t have to spend their time conducting an evacuation. The PCs have a limited time, say a day, to loot whatever they can from the dungeon. Heck, let’s make it an hour. That should turn up the pressure.

How can you structure this dungeon differently from most? You might be able to stock it more richly with treasure than most, because the players won’t have time to get to every part of it. When they stand on a nearby hill, watching the waves crash over the dungeon forever, you want them to be thinking regretfully of all the loot that’s still in there. To that end, you might want to tell the PCs exactly which of their wishlist items are fabled to be in the dungeon.

This would be an ideal dungeon to use some old-school, first-edition-style dungeon timekeeping. Determine how long it takes to search a room, how long to pass through a room, and how long to run a combat. I don’t like counting rounds, so I’d establish rules of thumb: every search check takes a minute; every combat takes a minute. In 4th edition, a short rest takes 5 minutes; that’s a pretty significant chunk of time if you only have an hour to explore.

Now that time is a resource, we can use it in ways we normally can’t. Normally the PCs can spend as long as they want on a task. If it takes 20 minutes to gather up all the silver pieces from the floor, the PCs will spend that long. But with the sand slipping through the hourglass, PCs will have to judge the possible benefits of skipping the silver.

You can also put something interesting in nearly every room, something that would repay careful investigation. Normally it’s not much of a roadblock for a PC to say “I keep on searching till I find something”, so hiding something is approximately the same as giving it to the PCs. Not so here.

Other ways to monetize time:

  • There’s a huge gold statue, but it’s so heavy that you’re slowed when you’re carrying it. If you have to find some way to pulley it across the chasm, that will increase its time cost.
  • A tunnel ends at a cave-in. There’s a small gap, too narrow to crawl through, beyond which you can see gleaming gold funeral masks. The gap could be widened with time.
  • A one-minute search check reveals a hidden lock that will require multiple Thievery checks to open, each of which will take a minute.
  • Every fight will eat up 1 to 6 minutes. If time is running short and the players haven’t found the Holy Avenger yet, maybe they want to bypass the skeleton guardian standing atop a pile of gems.

And then, of course, you dangle a big treasure before the players right as they’re planning to leave. If they take the bait, that will lead to more delays, and finally, a wild dash to safety pursued by a roaring tidal wave.

Monster Manual 3 on a business card

Thursday, July 29th, 2010

With the changes to monster stats in Monster Manual 3, it’s now so easy to create monsters that I can fit all the formulae I need for attacks, defenses, and hit points on a wallet-sized piece of paper, and I’d still have room on the back to sell adspace (targeting the coveted 18-34 “people who are photo ID” demographic). In fact, I’m thinking of replacing MM3 with a business card.

Note: Through April 10, you can get MM3 business cards as a backer bonus for my Random Dungeon Generator poster!

Business card front

(high-quality printable version)

Business card back

(high-quality printable version)

Also on a business card:
Character Sheet on a business card

I like to come up with my own monsters on the fly. Once I come up with the idea of a giant roc with four elephant heads, I don’t need a Monster Manual to tell me that it has a fly speed, can make four grab attacks, and that it drops armored PCs onto sharp rocks to get at the food inside.

What I like the Monster Manual for is that it provides me numbers. If I want to run my Crowliphaunt as a level 12 elite brute, I can open the monster manual, look up a level 12 elite brute (flesh golem, for instance), and use its attack bonus, defenses, hit points, and damage expressions, swapping in my own damage types, status effects, and bizarre special abilities.

Really, though, there’s a lot of excess poundage in the Monster Manual that I don’t use every session. A while ago, I started running monsters using a cheat sheet listing the average defenses, hit points, etc. of each monster role, along with the damage expressions from DMG page 42. This cut down the Monster Manual to about a page.
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Rory’s Pocket Guide to D&D 4e: Part 1 – Character Creation

Wednesday, July 28th, 2010

This is part of an exciting multipart series where I detail the steps I take when I play and run D&D 4E. It may not work for everyone. However, I have a lot of experience playing D&D, and I feel I have a good insight for what makes the game fun and engaging to play.

How to Make a Character

Note: Some of these tips may seem like they min/max or focus too much on mechanics, but I believe they allow you to create an effective and enjoyable character, one that is mechanically sound while sacrificing virtually nothing with regards to roleplaying or general fun.

Making a character is an exciting part of any D&D game! It has consequences for how enjoyable and engaging the game will be for you, your fellow players, and the DM. There are several factors to keep in mind when making a character:

  • What kind of character do you want to roleplay? My character’s personality will have a lot to do with the class and race I choose to play.
  • What kind of character will you enjoy playing mechanically? A class or race’s perception in the game world or in popular fiction may differ dramatically from how the class plays in combat.
  • What kind of character works best with your group dynamic? Having a good balance of the four roles is pretty important since it tends to make the group tougher as a whole, it makes for more interesting encounters (the all ranger group might turn out to be pretty potent but I bet it’s not super fun), and it tends to create more chances for each player to shine (if I do awesome heals and give super bonuses and you do awesome damage, then we BOTH shine if I setup an awesome attack for you).
  • What haven’t you played in a while? I like to mix things up when I play, rather than focusing on always playing a leader or striker or what have you.

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Rory and Paul on D&D Essentials

Tuesday, July 27th, 2010

Hey Rory! I heard the sky is falling!

Quick! Look outside!

Oh no! the sky is gone!

Paul, did you actually look out the window?

No, I just went to weather.com.

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Mazes and Monsters retro-clone 2: actual gameplay

Monday, July 26th, 2010
This entry is part 2 of 34 in the series Mazes and Monsters

(As I mentioned in part I, I’m reverse engineering the rules to the RPG from the Tom Hanks blockbuster Rona Jaffe’s Mazes and Monsters.)

Here’s the first scene where we see a Mazes and Monsters game being played! And, as we’d expect in this film, which is so steeped in RPG rules that it is practically a Mazes and Monsters manual, we can get a lot of rules information from just the first frame of this scene.

Mazes and Monsters board

First of all, we can see that this game is played on a board. (I think? It could also be just an awesome coffee table that happens to have a dungeon-like pattern.) Second, we see that there are candles. Lots and lots of candles. Finally, we see what looks like a GM’s screen, shaped like a sweet castle!

Notable for their absence: dice. None of the players have any dice sitting in front of them. What kind of game is this? What do the players stack when they are bored? The only possible answer is NOTHING, because IN MAZES AND MONSTERS YOU DO NOT GET BORED!!!

If anyone had any lingering doubts about Mazes and Monsters being an entirely separate game from D&D, those doubts should be dispelled. Most editions of D&D have some sentence that is a variation on the following: All you need to play this game is a few friends, this book, dice — and imagination!

Imagine that sentence as it would appear in the Mazes and Monsters rulebook:

All you need to play this game is at least three friends, this book, NO dice, a board (or possibly a coffee table), and some personal problems you want to work out. Hundreds of candles are optional but highly recommended.

OK, let’s get to some dialogue!
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Every Book’s a Sourcebook: Mossflower

Friday, July 23rd, 2010

Mossflower is a young adult fantasy about some mice on an adventure. The two main characters are routinely described as “the warrior” and “the thief”, so you don’t have to look far to find the D&D roots here.

An interesting difference between mice and human heroes is that mice don’t have the sense of entitlement that comes with being on the top of the food chain. Humans expect to be able to kill any monster, even dragons; but there are a lot of predators that mice, even mice warriors, flee.

At one point, the rodent heroes fight a crab. They’re forced to flee because the crab’s shell makes it impervious to their attacks.

Obviously, Mouse Guard is the appropriate system to model such a battle, but as a D&D battle, it could still make a memorable encounter. A fight with a creature with an unreasonably high AC could potentially be more like a puzzle than a traditional battle. How can the PCs triumph if they can’t hit? The AC would have to be very high, though: if it were just, say, 5 points higher than average, the PCs probably wouldn’t change their strategy. They’d just bang against the creature for turn after turn, missing on a die roll of 15 or lower, and blame the DM for a boring encounter.
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The Ten Mile Tower – Mile 3

Wednesday, July 21st, 2010

Last week, I told you all about The 2nd Mile of The Ten Mile Tower! This week, I will detail the third level of the tower, which is possibly the most dangerous level so far!

Main Premise: The Ten Mile Tower literally spans ten miles into the air, touching the stars themselves. Due to its magical nature, anyone entering the tower has 24 hours to exit or the doors of the tower will close to them forever, whether they are still inside or not. Thus players have only one opportunity to take an extended rest while within the tower and have little room to dawdle as they make their way up its thousands of levels. Many different monsters have become trapped in the tower or reside here of their own accord, and each mile is presided over by a powerful creature and its minions, making this an exciting and varied adventuring location. Read more about The Ten Mile tower HERE.

Note: Is it possible to climb up and down ten miles within twenty four hours? Maybe not! If it is impossible, just imagine that the tower twists time subtly so that those hours of climbing  are magically condensed into shorter periods of time. Say things like “Your map indicates that you have reached the third mile already and yet it feels as if only a short time has passed.”

Overview of the 3rd Mile

The third mile appears eerily empty with many areas closed off and in disrepair. The only evidence of life is the occasional torch that dots the walls, providing shadowy light. Giant webs also dot certain levels as the PCs advance upwards.

Drow reside on these levels, but they don’t make themselves known to the PCs.  They cultivate spiders as pets, which are not so subtle. From time to time the players may stumble upon a giant spider or two, which are easy enough to slay. However, if the DM wants to test the PCs resources, they may throw an encounter at them consisting of giant spiders and drow that decide to test the strength of the PCs and seek to escape to report to their masters if things go poorly.

As the PCs travel, they inevitably enter into a room where a drow warrior is hiding. The drow observes their approach and then sneaks off to alert his superiors, who reside in a temple at the top of this level. The drow warrior should make a stealth check versus their passive perception. If a player succeeds, they notice the drow darting off to warn his mistress, a drow arachnomancer.

A PC may trail the drow to a dark and gloomy temple at the top of mile two and listen to his report. The arachnomancer responds that they will prepare for the arrival of their guests. She then instructs the drow to take up certain tactical positions but not to attack unless she gives the go ahead.

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Mazes and Monsters: retro clone

Monday, July 19th, 2010
This entry is part 1 of 34 in the series Mazes and Monsters

There have been a lot of open-source old-school game clones: OSRIC, Labyrinth Lord, etc, letting people legally produce content compatible with older games. One game that has been sadly neglected is Mazes and Monsters. Who among us doesn’t have fond childhood memories of spelunking in costume until our friend Tom Hanks went crazy?

Mazes and MonstersWell, not me, because I was never lucky enough to find a M&M group – I had to make do with Dungeons and Dragons. Rona Jaffe’s Mazes and Monsters sure made M&M look intriguing though. Evil creatures! Traps! Descent into madness! Hats!

It’s been suggested that there never was a M&M game – that the Mazes and Monsters movie is an excoriating criticism of a fictionalized version of D&D. If so, it is a dismal failure, because as we can see from the movie, MAZES AND MONSTERS IS NOTHING LIKE DUNGEONS AND DRAGONS. Therefore, unless we are to assume that Rona Jaffe and everyone involved in the movie are total idiots who didn’t bother to do the most trivial speck of research, we must assume that the movie is an excoriating criticism of a real game called Mazes and Monsters that I have just never heard of.

Rulebooks of Mazes and Monsters are hard to come by; luckily Rona Jaffe’s movie contains a wealth of gaming detail – enough, I think, to make a workable retro-clone. I volunteer to watch the movie and glean any rules details. The M&M community will have to help fill in any rules gaps with memories and speculation!

My first question for the community: Since the name “Mazes and Monsters” is undoubtedly under copyright, what should we call our retro clone? The suggestions that come to my mind are

  • Mazes and Hanksters
  • Mazes and MOSRIC
  • Rona Jaffe’s Dungeons and Dragons

Vote or leave suggestions in the comments!

Let’s start watching the movie!

Media Uproar

reporter

He sounds a little like Howard Cosell.

The movie begins with wailing police sirens and a be-trenchcoated reporter doing a story about a Mazes and Monsters-related disappearance. Even in his media fearmongering, though, we can find good material for our game:

REPORTER: Mazes and Monsters is a fantasy role-playing game in which players create imaginary characters. These characters are then plunged into a fantasy world of imagined terrors. The point of the game is to amass a fortune without being killed. It’s kind of a psychodrama, you might say, where these people deal with problems in their lives by acting them out.

This is good stuff! Let’s use it for page 1 of our game!
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gafiation

Friday, July 16th, 2010

Here’s a piece of vocabulary from Hartley Patterson’s 1977 article in White Dwarf:

Discussing a dead RPG group, he says “They actually got a couple of moves in before handing over to Geoff Corker, who suffered a sudden and total gafiation and killed the game stone dead.”

I’d never seen the word “gafiation” before. Looking it up, I found the term GAFIA:

Frodo gafiating from the Fellowship

Frodo gafiating from the Fellowship

GAFIA (along with derived form such as gafiate and gafiation) is a term used in science fiction fandom. It began as an acronym for “Getting Away From It All”, and initially referred to escaping from the mundane world via fanac. However, its meaning was soon reversed, and thereafter it referred to getting away from fandom and fannish doings. When fans say they’re gafiating, it means they intend to put some distance between themselves and fandom. This can be either a temporary or a long-term separation.

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The Ten Mile Tower – Mile 2

Thursday, July 15th, 2010

Last week I posted about Mile 1 of The Ten Mile Tower. This week I present Mile 2, with an actual combat!

Main Premise: Due to the magical nature of the tower, anyone entering has 24 hours to exit or the doors of the tower will close to them forever, whether they are still inside or not! Thus, the players can sneak in no more than one extended rest while exploring the tower!

Overview of the 2nd Mile

As the players progress past Mile 1 through the labyrinthine chambers of the tower, they notice that the monsters on the 2nd mile are fiercer than in the previous levels. Many large and powerful creatures reside here, such as trolls, ogres, and minotaurs. The first few times the PCs encounter a monster, it attacks in a blind rage, only to be quickly cut down (unless you feel like throwing in an extra combat or two). After a few such encounters, either word has spread or the monsters are getting more intelligent, because they begin to avoid the heroes, that is if the PCs let them.

At some point, the players will encounter a group of Ogres (8 or so Bludgeoneers). Some will attack, but most of them will flee down separate corridors to get help! The PCs can try to cut them down before they escape. Otherwise, one of them alerts a Minotaur Berserker that is lurking in the hallways on the next level. He proceeds to climb to the top of this section of the tower (to Mile 2), where he alerts his lord, a conniving beholder, that the PCs are approaching. A PC may trail the Ogre as he runs for help and then follow this Minotaur if they’d like, in which case they witness the report of the Minotaur to the Beholder. He speaks of the party’s skill in battle (assuming they’ve been succesful so far) and suggests basic tactics for when they arrive.

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