More Gamma World? YES

October 21st, 2010

So Paul and I actually played a solid 5 hour session of Gamma World on Monday, just the two of us. So really that’s the equivalent of like a 15 hour session with 5 players and 1 DM. We took turns DMing the basic adventure from the back of the book. It was pretty fun! Some thoughts:

  1. Death!: It strikes us that death is probably a lot more common in Gamma World than in D&D. The primary reason, I think, is probably lack of healing. The only reliable source of healing is Second Wind, which granted only takes a minor action and restores your bloodied value in HP. This certainly helps, but probably doesn’t make up for the party cleric and multitude of potions in D&D. And when you die, you’re actually dead, since there’s no resurrection. The end result is that you probably don’t feel as attached to your character, which is fine, because the game is pretty silly anyway and doesn’t seem to have a huge focus on nuanced character development (Prove me wrong?).
  2. No Healing Surges!: While we’re on the subject of death and healing, did I forget to mention that healing surges are dead and gone too? No healing surges? CRAZY! Except not so crazy. Healing surges are probably not the coolest mechanic of D&D. They’re sort of necessary if you can have as many healing potions as you want, but they aren’t the most interesting of resources. It’s a lot more fun to be in the situation of only having one really cool daily left than it is to be in the situation of only having 1 or 2 healing surges left. That just means you’re more likely to fall unconscious in a fight and stay that way. In any case, I did not miss their absence in Gamma World.
  3. No Charging?: The Gamma World rulebook is a relatively slim trade paperback. As such the chapters on actual basic rules are relatively scant. It’s unclear whether leaving out rules on charging, readying, and delaying was intentional or was just a decision made to cut down on space. When we played, we kept rules on readying and delaying since they seem pretty essential, but we left  out charging since it favors ranged combat, which definitely seems to be a bigger part of Gamma World than in D&D. I’d be interested in seeing whether charging is brought back in with any errata in the future.
  4. No Soft Cover: So a definite change from Gamma World to D&D is that there’s no longer any cover granted from other characters, even enemies. This is pretty cool as it definitely encourages more use of guns and other ranged attacks, which tends to make for more dynamic combats and fits the theme of a world filled with firearms and strange super tech.
  5. Alpha Mutations: These were a bit of a let down since more often than not, they don’t actually fit with your character very well. If I draw an attack that uses charisma and I don’t have charisma as a primary stat, I probably won’t use that attack. Also, despite it being cool to change them out every encounter, it also meant reading (and remembering) a new power every encounter! Read the rest of this entry »

wading by torchlight

October 20th, 2010

Here’s a fun dungeon room:

The room is a pool: everyone is kneedeep in water. On the other side of the pool are hooded enemies who, among their other attacks, shoot a ray that they use to dispel or suppress magic light (Light spell, sunrods, etc). The PCs must use torches or lanterns in order to see. It’s dark and shadowy and the light of the torches shines off the swirling water, making the room’s floor invisible.

The front-line enemies have an attack that disarms PCs. If you are disarmed, you have to waste time feeling around the bottom of the pool for your weapon. If the enemies disarm you of your torch or lantern, the room is potentially pitch-black.

In the middle of the room is a pit (invisible by torchlight because of the light conditions). The enemies avoid it, staying at the edges of the room. If someone falls in, they are swimming while everyone else stands, and must use move actions to climb out. Their light sources are extinguished.

Are there things in the dark water? Teeth that clamp onto swimming PCs? Maybe.

When I ran this encounter, I put away the minis. I described the blackness, the torchlight, the hiss and smell of water, and the echoes of combat in the room. No one wanted to be fighting in that room in the dark. And no one stayed in the water long enough to find out if they were alone.

blind decisions

October 19th, 2010

I remember once, DMing a dungeon crawl, saying something like “The path forks. Will you go left or right?” The players looked at me blankly for a few seconds before someone said, “Uhhh, we’ll go right.” I realized I had just presented the players with an uninteresting decision. The players had zero information, so they chose randomly.

I don’t remember what was to the left or right in that situation, but let’s say, for the sake of argument, that I had said, instead, “The path forks. The left fork leads to a dead end, and the right fork leads to an encounter with a troll.” This would also have been an uninteresting decision. No party would ever choose the dead end.
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when to count ammo

October 18th, 2010

Gamma World’s cool expendable ammo mechanic solves a lot of problems with expendable magic items. It doesn’t handle normal D&D ammunition (arrows, etc) very well though.

For the most part, I, and nearly every sane DM, handwave ammunition. Once PCs have looted hundreds and thousands of GP, no one wants to track the number of silver pieces expended on arrows.

There are a few times, though, where you might want to make the PCs count arrows.

Siege

In a siege, there is no way to replenish basic supplies. When everyone’s running low on arrows, you need to make interesting choices about when to take a shot and when to wait for a better opportunity. Also, you can make dramatic encounters out of raids made to replenish the ammunition stock:

gavroche getting shot

poverty

Especially at level 1, PCs may find themselves so strapped for cash that they have to struggle to afford basics like food and lodging. This works especially well in a “gritty” or “picaresque” game, where lack of money may force the PCs to take some dirty jobs. PCs may have to consider whether their target is worth the price of their arrows.

Remember the obvious point that arrow scarcity only hurts archers: you may or may not feel that it’s fair to impose a burden that only affects one or two PCs.

feeling lucky

City altars

October 15th, 2010

Another interesting things from the cities of the West African forest: archaeological evidence from one city shows that there were altars built right at the side of their paved roads. That made me think of this:

Lovecraft's fountain

Lovecraft's fountain

This is a fountain in Providence, RI, H. P. Lovecraft’s home town and where I lived as a teenager. Local legend has it that if you drink from this fountain, you will return to Providence – and that Lovecraft drank of it before he went to New York, which is why he is buried in Providence.
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Gamma World Gamma World Gamma World!

October 14th, 2010

Gamma World is a game I’ve heard of but never actually played. It sounded fun enough: some bizarre future world where you can play characters with all manner of wacky mutations and you encounter bizarre technology that is wondrous to behold, either because it is genuinely future tech or because it is something mundane from our modern world that your character doesn’t know anything about!

Naturally, I was interested to hear that WotC was releasing a 4th edition style Gamma World. I love seeing new innovations with the 4e rules system and I was curious to see how they would keep the wackiness and randomness of the original game while still preserving something a kin to a balanced play experience. I picked up the box set several days ago. My thoughts are as follows: Read the rest of this entry »

a real photo of ents

October 13th, 2010

ents attacking a monastery

DUDE, LOOK AT THOSE ENTS ATTACKING THAT MONASTERY

THEY ARE JUST RIPPING IT TO SHREDS

THIS ONE IS CLIMBING UP ON THAT ONE’S BACK SO IT CAN SMASH THE HELL OUT OF THE ROOF

LOOK AT THE WAY THEIR GNARLY FINGERS TEAR UP THAT FLIMSY STONE! I WONDER WHAT THEY ARE SO MAD ABOUT

DUDE I THINK WE SHOULD GET OUT OF HERE THERE ARE MORE TREES COMING

I found this picture in a photo gallery from Prah Khan, Cambodia at travelblog.org. The pictures are all amazing. You should use them all as visual aids in your D&D game. Every one could be the centerpiece of an encounter.

ammo rules from Gamma World

October 12th, 2010

I never played Gamma World. I’m just not a post-apocalyptic guy, I guess. Some people’s inner psyche resonates to a brutal, hopeless desert world filled with mad Maxes. My “quiet place” is a verdant forest, dotted with wildflowers and limpid pools, and it’s being set on fire by orcs.

Although I’m not the Gamma World demographic, I do want to read the Gamma World rulebook. I like reading RPG combat mechanics. I have this 19th-century idea that RPG game rules are steadily progressing towards perfection. (That’s opposed to the classical worldview of old-school bloggers: that every RPG generation is a further-debased descendant of a Golden Age.)

WOTC preview articles have shown ff some of the Gamma World rules. One of my favorite of these mechanics is the rule for ammo use.

Ammunition is a problem in D&D. Do you make all the players count arrows? (Probably not.) Do you let people buy a sheaf of 20 arrows, and let them use that from level 1 to retirement? (Probably.) What about magic arrows? should PCs count them?

The Gamma World rule is this: when you use ammo, you may either try to conserve it or be profligate with it. If you conserve it, you can use it once per encounter. If you’re profligate with it, you can use it as many times as you like during this encounter, but at the end of the encounter, you’ve used it up.

This strikes me as a great way to introduce ammunition-conservation decisions without adding an irritating arrow-counting step to every ranged combatant’s turn. It wouldn’t work with normal arrows, of course: you can’t have a ranger who fires one arrow per encounter. I’d prefer to handwave normal ammunition and use this rule for what it was designed for: limited, powerful resources: a sheaf of magic arrows, perhaps. It could also replace the pre-4e rules for magic items with charges.

There’s an extra benefit of this rule, besides avoiding accounting. In video games as well as D&D, do you know how many times I use magic ammunition/items with charges? ZERO. I hoard. I like a rule that circumvents my hoarding instinct.

Mazes and Monsters: mystery in the caves

October 11th, 2010

Remember the caves? They were featured, ominously, in the first shot of the film, and then Jay Jay was going to commit suicide there, but didn’t, and then the players LARPED there without incident. It seems that something is finally happening there!

Katie drives by the cave and sees a car parked nearby. Panicked, she rushes in to save … Blondie? He confesses that he has been mapping the caves between official game sessions. “”I wanted to figure out where Jay Jay hid the treasure.”

Katie and Blondie get home safe. Another fake-out where no one gets lost in caves. Something is going to happen there soon, though, I can just feel it!

What we learn from Blondie’s confession about “the treasure”, though, is that there is just one treasure at the heart of every maze! It sounds like when you find the treasure, you win the maze. Players have a lot of motivation to find the best possible route to the treasure, avoiding unnecessary dangers and obstacles.

This is how early editions of D&D worked too. Most of players’ XP was earned from treasure; wandering monsters were things to be avoided. By third edition D&D, though, character advancement came primarily from combat. If you skipped the combats, you’d never level up.

We’d better codify this in our Mazes and Monsters rules.

The maze treasure

At the center of every Maze in Mazes and Monsters is a treasure! The object of Mazes and Monsters is to find this treasure. Only by finding the treasure will the characters gain the wealth, powers, and spells they need to gain Levels and defeat their personal problems. Be wary, though: every treasure will be guarded by formidable obstacles!

I think that, while the bulk of XP in Mazes and Monsters comes from finding the Treasure, you must also get some XP from incidental encounters. After all, everyone was excited when the party met a dozen bloodthirsty undead!

How long to level 9?

I have another question about gaining levels. All the players are so proud of having level 9 characters. How hard is this? How long does it take to get to Level 9?
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sometimes you gotta sacrifice a human

October 8th, 2010

What struck me about the cities of the West African forest is the archaeological evidence of their religious sacrifices. First, there were sacrifices of wild, not domesticated, animals (animal type unspecified). I’m more familiar with European sacrificial traditions where domesticated animals like oxen are sacrificed.

African Civilizations by Graham Connah

African Civilizations by Graham Connah

What kind of wild animals might be sacrificed in a D&D forest culture? Deer? What would it mean about a religion if they were to sacrifice a stag? Somehow it makes me think of a religion that reveres the stag, but sacrifices it as part of a spring/fertility ritual. That might tie in with Robert Graves-type sacrificial-king human sacrifice.

Human Sacrifice

Human sacrifice was practiced in some West African forest civilizations:
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