somebody make this book please

October 8th, 2013

Here’s an image I made years ago and just rediscovered: it’s my idea for a new series of annotated fantasy classics reprints. Each book’s text would be interspersed with the D&D die rolls that explain the action.

(click to enlarge)

For long scenes of dialogue, nothing would be needed but the occasional charisma check, noted in the margin. For combat scenes, though, the book would shift to a format inspired by Loebs editions and other high-quality scholarly translations: you’d have the original text on one side and the D&D rules/rolls on the facing page.

Fantasy novels like Lord of the Rings, Fafhrd and the Grey Mouser, and even D&D-inpired books like the Drizzt novels would obviously work quite well. Other books that might benefit from D&D Annotations:

  • Sherlock Holmes: the facing page would show the DC to notice each clue in the room, as well as Irene Adler’s Bluff checks and Sherlock Holmes’s character sheet (all 18s).
  • Romeo and Juliet: There’s a ton of swordfighting. The poison rules alone would fill out a decent Apothecary class. Mercutio’s monologue could be printed opposite a Monster Manual entry for Queen Mab. (All Shakespeare tragedies come with a house rule: you can deliver soliloquies while at negative hit points.)
  • The Bible: Lots of the Bible ended up in D&D, so it would be pretty easy to annotate (“Moses casts Raise/Lower Water”, etc.) The Bible would also provide a nice list of new magic items: Coiffure of Ogre Power, Staff of Time Stop, and Bronze Serpent of Proof Against Poison.
  • plundering Dragonlance: odd dialogue

    October 4th, 2013


    “No, Tas.” [Tanis] grabbed hold of the kender and dragged him back down the ladder. “The fighters go first- Sturm and Caramon. Then the rest.”

    Reading Dragons of Autumn Twilight, I’m finding a lot of inspiring ideas, and also a lot of “what not to do”s. In the latter column is this passage, which has characters use the class name “fighters”. This shows an odd knowledge of game mechanics from within the fiction. Sure, “fighter” is kind of a generic term, and maybe it’s not being used game mechanically. But we all know that it is.

    The other odd thing is that it’s being used wrong. If you take a look at the character sheets printed in the Dragons of Despair module, you’ll find that Sturm, Caramon, Tanis and Flint are all fighters.

    I can see Tanis forgetting to put himself on the list: you always forget to count yourself. But what possible reason is there to exclude Flint? More unconscious dwarf racism, is what it is.

    “Powerfully built, he was dressed in the black robes of a cleric of the Queen of Darkness. A black and gold cape fluttered around him. His face was hidden by a hideous horned mask fashioned in black and gold to resemble the” [etc etc]

    This overwritten passage is actually from dialogue. An elf is telling a story about a cleric he saw.

    This is not a natural way to tell a story. For humans, anyway. From this passage, I infer that the characteristic of Dragonlance elves is that they overuse adjectives in conversation. If I ever play in a Dragonlance game, I’ll try to work that in.

    For the record, Dragonlance elves are also liars:

    [To Tika:] “We will provide what we can,” Gilthanas said, “though I doubt if we have a full set of armor small enough.”

    Gilthanas took the helm and shield from the elf. “I have yet to thank you for saving my life in the Inn,” he said to Tika. “Accept these. They are my mother’s ceremonial armor, dating back to the time of the Kinslayer wars. These would have gone to my sister…”

    In Passage 1, Gilthanas (an elf) is claiming that he doesn’t have any armor small enough for Tika (a female human).

    In passage 2, Gilthanas apparently HAS some armor that would fit Tika.

    Putting aside his convenient selective memory, how is Tika too small for any elf armor? There are clearly female warriors among the elves. Female humans are smaller than female elves? Or is Tika a midget? She can’t be, because we all know that in the world of Dragonlance, short people are comic relief (Flint, Tasslehoff, gully dwarves).

    There’s only one possibility. We already know that Dragonlance elves love adjectives. Now we also know that male elves alternately lie and tell the truth, and that female elves are big and burly. Now we’re getting closer to a setting that I’d play!

    plundering Dragonlance: don’t steal these names

    September 27th, 2013


    “Highbulp!” Bupu glared at him. “Highbulp Phudge I. The great.”

    There are no great insights to be drawn from this passage from Dragons of Autumn Twilight, except maybe one about how not to do comic names in fantasy. Don’t have a name be a misspelled version of a comically non-genre word.

    I first ran across this advice in the 2e Campaign Sourcebook: “Keep the names consistent with the world. Fearless Phred, may seem cute initially, and generate a few chuckles, but eventually, the joke wears thin and the DM is stuck with an NPC who has a stupid name. Regardless of Fearless Phred’s prowess or power, the PCs will never take him seriously.”

    Let’s overlook the obvious point that such a name is dumb, dumb and stupid. The other issue is that D&D is a spoken game. When spoken, Phudge sounds like Fudge. There’s really no reason to spell it differently except to amuse the DM.

    Another comic-misspelling offender: R. A. Salvatore, who has a dwarf named Pikel. (Doesn’t he also have another dwarf with a stupid name, like Hiyaa or Kaboom or something? What is it with people and their rank contempt for dwarves?)

    Also, how do Weis and Hickman think “Highbulp Phudge I” is pronounced? “Highbulp Phudge The First”? “Highbulp Phudge One?”

    plundering Dragonlance: how old are these rotted furnishings?

    September 20th, 2013

    In Dragons Of Autumn Twilight, the companions stumble into a bakery in a city which has been abandoned for 300 years. They get comically covered with flour (of course).

    Is flour still good after 300 years? or has it totally rotted away? Can I really eat bread made from flour that was ground in 1713? That sounds awesome.

    PCs are always adventuring in abandoned buildings, and so it’s useful to know stuff like the time-to-live of various household goods.

  • How long does flour, or other kitchen goods, last, and what does it turn into? (I don’t know about flour, but honey famously lasts forever.)
  • How long does it take copper to turn green? (about 20 years.)
  • If the bed’s canopy and bedclothes are “rotted”, how old does that make them? How old is the skeleton’s rusty sword? (Depends a lot on the water content of the environment.)

    Of course, a lot of this is for the amusement of the DM. Most of the time, no one will blink an eye if you have copper-colored copper in the 4000-year-old tomb. There’s always that one player out of a thousand, though, who will try to draw reasonable conclusions from environmental cues. “Hey, if no one has been in here since the last millenium, why are torches burning?”

    While we’re on the subject of traces of the past, here’s one of my favorite area descriptions from the game module:

    33. Kiri Valley
    The forest darkens and thickens beside an ancient trail. A cold, dry stillness hovers in the air, and the trees are knotted and bent. Everything seems to watch you. An evil wizard died here long ago. Only his essence remains.

    I don’t know how long essence remains vis a vis flour – I’m guessing longer. I like how this area isn’t important to the plot, but we still get a little throwaway hook to hang DM creativity on. What exactly is the wizard’s essence? It might just manifest as a cold, dry stillness, or it might manifest as a ranting ghost. The detail is there for the DM to expand or ignore.

  • bank of tiamat

    September 16th, 2013

    I created the Bank of Tiamat for my D&D campaign, and it’s also a part of the Mearls sidebar game. I had two independent thoughts which came together to create the Bank:

  • I’ve long wanted to make Shadowrun- or Oceans Eleven-style heists available in my game. That means offering a well-protected, well-known, and rich target. Security procedures must be elaborate and, importantly, pre-planned by the DM. If the DM is to play fair, he shouldn’t be able to rewrite the existing security in response to the PCs’ plans. Furthermore, since robbery might cause ethical problems for some alignments, the adventure will be more accessible if the organization is morally shady, or worse.
  • It would be nice for the PCs to have somewhere absolutely safe to put their money. What if there were a bank in the game world? By putting their money in the bank, players are saying, “OK, DM, none of your sneaky tricks with pickpockets or thieves robbing the inn. I expect this money to be here next time I check.” And the flip side: if you choose not to use the bank when it’s offered, then the DM can consider your money fair game.

    Maybe there should be a cost to using the bank so that it’s an interesting choice. I don’t want to deal with assessing taxes or bank fees. What if the cost were entirely plot and flavor, like the money might be used to fund evil rituals?

    Put those together and you’ve got the Bank of Tiamat.

    There’s a branch in every major city, and they all have access to your account balance. That’s the major reason banks were invented: not so that your coins could be stored in a vault, but so that you could deposit some money in London and withdraw the same amount in Amsterdam.

    Each branch has access to the highest-level protection in the game: divination spells, traps, guards, passwords. Each bank has a bunch of money on site so if the PCs pull off a heist, it’ll be worth their while. On the other hand, if there’s a bank robbery, a PC with money in the bank won’t lose anything. That’s the beauty of the Bank of Tiamat. Your money’s not locked up in a vault, it’s out in the community: lent at exorbitant interest to a desperate nobleman’s son; putting knives in the hands of evil cultists; hiring mercenaries to overthrow the rightful king.

    I don’t want to deal with interest calculations, so that’s not what the Bank of Tiamat is about. The Bank just provides you portability, financial peace of mind, and maybe some light money laundering. All profits go to Tiamat herself. After all, there’s not a lot of inflation in D&D: a longsword has cost 15 GP for five editions.

  • plundering Dragonlance: superstition and magic

    September 13th, 2013


    “She steps on it when she gets close to the door and waves that thing.” The kender giggled. “She probably tripped it once, accidentally, while carrying the rat.”

    This embarrassing gully-dwarves-are-racially-stupid comic relief might actually contain a useful NPC interaction and semi-puzzle.

    Superstitious rituals can develop from unpredictable events. Socks worn while you pitch a no-hitter become your lucky socks. In the D&D world, a lot of superstition is true: those socks might actually be socks +1. But sometimes, maybe it’s still just superstition.

    The peasants tell the PCs that in order to open the gate to the Well of Life, a true-hearted maiden must ride a cart backwards to the gate and then tap on it with an ash rod. Maybe, though, the gate only opens one time in 10, and the rest of the ritual developed through experimentation.

    After the PCs quest for an ash rod and a true-hearted maiden, and then a truer-hearted maiden, and they still can’t get in, maybe the rogue will examine the gate and find that the mechanism includes a gear with 10 teeth, 9 of which are broken.

    random treasure tables you can memorize

    September 11th, 2013

    I don’t like to slow down the game by flipping through rulebooks – that’s why I made the Monster Manual on a Business Card and various other rules minifications. Here’s a treasure-generation rule that I made up recently when I didn’t have a DMG with me.

    Flip for Coins

    You shouldn’t roll dice to determine how many coins you find: you should flip coins. When the DM announces that you’ve found treasure, everyone digs into their pocket for loose change. Each player generates a little piece of the treasure haul.

    Each player flips a coin. On a heads, you find 100 copper pieces. Keep flipping. Every time you get a heads, the coins increase by one denomination (copper to silver to gold to platinum). The first time you flip tails, you’re done: you walk away with your treasure.

    The average amount of money generated with this system is something around 40 GP per player, with a 6% chance of getting the maximum value of 100 platinum. With five players, your expected money value comes within a few GP of the average treasure generated by using the treasure chart from the DMG random dungeon generator (and Dungeon Robber). If you want, you can scale the treasure the same way Gary Gygax does: multiply the number of coins by the dungeon level. Thus, on level 3, each treasure is made up of 300, instead 100, coins.

    To make the experience as close as possible to the greedy act of pawing through coins, use a penny for the first (copper) coin flip, a nickel for the silver flip, a dime for the gold flip, and a quarter for the platinum flip.

    Or even better, back the Best Damn Metal Gaming Coins kickstarter campaign TODAY (today is the last day in the campaign!) and get nice metal copper, silver, gold, and platinum coins for everyone to spin to their hearts’ content.

    Roll for Gems

    We flipped coins for coin treasure; but the closest D&D analogue for gems is multifaceted dice. The original OD&D rules use a d6 for determining gem value, and I think we should continue that tradition.

    Each player should roll a d6 (preferably a translucent or sparkly die, or even a semiprecious stone die).

    First, roll a d6 to see if you found gems. on a 1-5, you find nothing. On a 6, you find the least valuable (10 GP) gems.

    If you found a gem, roll on this easily-memorizable d6 chart:

    1-5: You’re done!
    6: Multiply gem value by 10, roll again.

    According to my calculations, the average value for this exploding die roll, with a maximum gem value of 100,000, is about 20 GP.

    When my group played with these rules, the party found a smattering of ordinary treasure and one improbably giant sapphire worth 10,000 GP (the odds of a hoard holding such a gem in a five-player group: 400 to 1). I like the swinginess of these treasure rules, for the same reason that I like the swinginess of the original OD&D treasure charts, which also generate the odd 10k gem.

    plundering Dragonlance: fear is the shepherd

    September 6th, 2013

    At one point in Dragons of Autumn Twilight, the heroes encounter a black dragon, and, under the influence of its fear aura, scatter like the comically low-level PCs that they are. Some of them make for a mysterious temple, in which they may face even more sinister threats.

    Except they don’t. It turns out to be a Good temple filled with plot-advancing blessings. But there was an opportunity there to really put the screws to the players.

    A dragon (or another monster, or a magical effect) that causes fear can be used to herd players in a direction that they really don’t want to go. Imagine if the heroes had peeked into the temple, and seen eldritch creepiness and wrongness of all sorts. As they try to leave, the dragon pops up. Characters who fail their saving throws are under movement constraints: their movement must take them farther from the dragon, if there is such a path available. Characters who pass their saving throw might still think it’s a good idea to move away from the dragon.

    Movement away from the dragon inexorably draws the PCs closer to the entrance of the evil temple.

    The really frustrating thing here is that the DM doesn’t move the PCs into the temple; they go themselves. Their options are limited to standing to face the dragon and entering the temple under their own power.

    Here’s another fear-based DM trick inspired by the dragons of Dragons of Autumn Twilight:

    So terrible, so agonized was the scream that Tanis dug his fingernails into his palms to keep from adding his own voice to that horrible wail and revealing himself to the dragon.

    The PCs are hiding in the dark from a monster. (Maybe this is one of these encounters that is a little too tough to face head-on.) The monster has a fear-based attack that imposes penalties on the PCs: maybe attack penalties, maybe movement penalties.

    The monster has another attack, used for locating cowering prey. It can attack the minds of anyone within a certain radius and make them scream in terror. It uses the scream to home in on its victim.

    Here’s an odd note: in the original game module, we find this text: “The dragon wears a ring of darkness which projects up to a radius of 100′.” ON WHAT?

    Dungeon Robber 1.3: bugfixes, named pets, teleportation magic

    September 3rd, 2013

    There’s a new version of the Dungeon Robber game!

    Good news first:

  • I tried to make an old school game, but I just couldn’t do it, guys. Level drain is now REVERSIBLE. If a vampire or succubus drains a level, you can go home and (for a hefty fee) get your levels back.
  • The Wizard College now has a teleporter that sends you to a random room in the dungeon. If you’re willing to risk appearing on a random level from 1 to 10, you might be able to skip some early dungeon levels.
  • You can name your pets and henchmen. Furthermore, their names are on the screen below their portraits. Click on the name to change it.

    And now the bad news:

  • Heroes have less HP: fighters and clerics get 1.5 HP per level (or 2/level with high Con).
  • No more 1-HP dragons: while all monsters still have 1d6 HP, a monster’s minimum HP is equal to half their monster level. Thus, a level 8 Hill Giant has 4, 5,or 6 HP.

    Now a long list of assorted bugfixes and minor changes:

  • I tried to fix the persistent issue with disappearing savegames. I try to save games using two different methods (Flash and HTML5); if these savegames ever differ, a popup asks you which one you’d like to use. Let me know if savegames continue to disappear.
  • Got rid of the 404 error that happened when you tried to load a savegame.
  • In Advanced mode, you can choose your high stat.
  • Clarified who can use items: dungeon robbers, thieves, and clerics with high Wis can use cleric scrolls. Dungeon robbers, thieves, and wizards with high Int can use wizard scrolls. Item descriptions and vendor trash acts accordingly.
  • Added a Quit key in town that saves and takes you to the loading screen.
  • Fixed a major memory leak by trimming the text log after 250 lines. You won’t be able to scroll back and see your entire adventure, but the gme shouldn’t lag so much after long play sessions.
  • Slightly altered fishing likelihood and added some messages in bottles.
  • Ready/Equip appears correctly next to items.
  • When you are teleported 100 miles from the dungeon, you spend your food to walk home as indicated in the text.
  • Animate Dead scroll references the graveyard.
  • Food and cure wounds spells don’t heal your skeleton.
  • Your skeleton always starts with 4 HP – you don’t need to reroll your skeleton over and over.
  • Super strength caused by mystical red mist dissipates when you go to town.
  • The lime-green color for treasure text has been muted.
  • If you don’t have a container, coins fall out of your pocket half as often as before.
  • If you retire as prince, the smithy is unlocked, if it isn’t already.
  • Charming a wounded monster retains their HP damage.
  • You now get XP for killing a creature with a spell. But don’t worry about the XP too much, since you only get token XP for slaying monsters; it’s all about treasure.
  • It’s now possible to use an item at a dead end.
  • When you go home, you automatically turn your coins into GP.
  • Put in a tooltip explanation for heavy burden.
  • Assorted text fixes and clarifications.

    As usual, I still have a list of buxfixes and features I haven’t got to yet. Let me know if you find that I’ve added new bugs; if any of my buxfixes didn’t work; or if you find any new issues.

    PLAY THE GAME!

  • plundering Dragonlance: the stag sturm can see

    August 30th, 2013

    At one point in Dragons of Autumn Twilight, Sturm, wounded and weak, sees a white stag leading him into the forest. No one else can see the stag. This is worthy of imitation in a D&D game.

    For one thing, the divine stag hunt is a great literature trope, and every D&D player should get to be a part of it at some point. Second, a lot can be done with the idea of a path that’s only visible to some people. My blogofholding buddy Rory’s campaign world has a desert that can only be crossed with a madman as your guide. I like the fact that, as with Sturm, only a damaged guide can see the path.

    What about this for a dungeon: an invisible, branching path across a chasm: only characters who are at half hit points or less (bloodied in 4e) can see the path. Other characters must follow in the footsteps of their wounded allies, or risk falling into the chasm.

    Sure, if people are willing to smack themselves with swords, everyone can bloody themselves and pick their way ably along the path. But when they reach the inevitable combat halfway along the bridge, it will be inconvenient to have everyone starting at half hit points. (Maybe the combatants are also invisible except to bloodied PCs?)

    PCs might walk by such a path many times and never know it until they happen to get damaged by a dangerous encounter or hazard. Or they may have heard rumors that the Bloody Path only appears for those close to death, and may purposely seek it.

    A path or guide might appear only to PCs suffering from other effects besides bloodied. Blind is an obvious one. Immobilized or paralyzed could be interesting. Sleepwalking could be fun.