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

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.

Shoot the Sea!

June 16th, 2010

My friend has a blog called Shoot the Sea!, where she writes amusing stories and makes hilarious MS Paint drawings. She has captured the essence of one of the recent encounters I ran for a D&D 4th Edition Campaign I’m running!

Check out the her original post HERE!

I used one of my pieces of advice for running minions in D&D and had 1d4 ogre bludgeoneers rushing in from various hallways each round to dutifully be slaughtered by the PCs, who were fighting an Earth Titan king and his two Hill Giant guards. At this point in the battle, the Earth Titan and one of the Hill Giants had been slain, leaving behind only one Hill Giant, who declared himself the new king! In a desperate fury of revenge, the ogres starting running in at the rate of 2d4 ogres a round! When all was said and done, the party stood over the corpses of 40 ogres, having slain the final hill giant, and leaving the remaining ogres leaderless. The remaining 13 ogres (there were 53 in total to start with) wisely decided to flee and hide.

True to my philosophy of giving out way too much XP, I gave XP for each slaughtered ogre minion. So they got to split over 14,000 XP 5 ways! The encounter overall wasn’t super difficult; the ogres probably ended up increasing the difficulty by 1-2 standard monsters or so, but I think it did a good job of making the PCs feel pretty bad ass. There’s nothing like standing on a mountain of ogre corpses to boost your self esteem. At least, that’s what my father always told me.

Minor Quest: See if you can spot the littlest member of the party, Keeno, a Kobold Rogue!

Embracing TPKs

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.

When A Player Misses a Session

June 15th, 2010

When a player misses a session, sometimes the best course of action is to make something ridiculous happen! This is often preferable to someone taking over for their character. Just make something wacky happen. You don’t even have to an idea of what will happen to them. Brainstorm that later.

For example, the session before last, one of my players couldn’t make it so I made him disappear in a flash of smoke and light during the combat. It was very exciting. Later the players discovered that he had somehow been transported into one of the Giant Titan’s eyes. After some brainstorming, I came up with this explanation for what the character (a gnome) was up to and emailed it to him:

Hi Sam,

So during the battle with the Giant Titan, there is a flash of light and you find yourself in a small spherical room. You can see the battle going on through a window in the room: your friends struggling to battle ogres and giants.

In the room is a single 6 shot revolver (old west style with a rosewood grip). It is not a weapon you’ve ever seen before but it looks strangely familiar. It has the following note on it: “Your people once crafted weapons like this thousands of years ago. Perhaps this knowledge will aid you in your test. Do not leave your fate to the whims of chance. Pull the trigger twice to rejoin your friends. Good luck!”

There is another slip of paper attached to the first one. It is labeled “A hint to your survival can be found inside. Be warned, however, that you will lose your boon if you open this note.”

You find you can open the chamber of the revolver. There are two bullets in it, one right next to the other.

Suddenly, you feel compelled to pick the revolver and put it to your head. You snap the chamber back in place, spin it, and pull the trigger. There is a single click. You find you cannot open the chamber again. You can either pull the trigger once more or spin the chamber again. Alternatively, you can wait here indefinitely. What do you do?

The riddle in plainer terms is provided here: http://www.bigriddles.com/riddle/russian-roulette-choice

Let me know if you look at the hint and if you outright cheat :).

Guys, the revolver is awesome! It’s an artifact with two bullets in it. I randomly determined what chamber it was on when he first tried to fire it. It’s point and click, so no rolling! If there is a bullet in the chamber, it destroys WHATEVER he points it at. However, solos have a little more beefiness so it takes BOTH bullets to kill them (first one bloodies them). He already used it once to destroy a false god that they were facing, making the combat much easier, so it’s ability to kill ANY god is gone (though getting halfway there isn’t bad). Here’s how I described the revolver to Sam:

Hi Sam,

Here’s how the revolver works:

  1. Standard action to fire at a target.
  2. The first time you fire it, I randomly determine what chamber it is on.
  3. From then on, each shot advances the chamber. Thus, once you’ve shot one bullet, you know the next shot will fire another bullet (since they are next to each other).
  4. If you fire a bullet, it is gone forever.
  5. Firing a bullet at something is awesome, I promise!
  6. You may, if you desire, spin the chamber before firing, in which case the chamber you are on gets reset.
  7. You can’t (currently) open the chamber.

The inscription still reads “Two shots will kill any person, god, or beast.”

Good luck!

Feel free to steal this idea, since it is bawesome. Also, if there’s anything of substance you take away from this, it should be that player absences are an opportunity to inject something crazy/fun into a campaign or spin it in a different direction rather than simply a barrier to a fun play experience.

Why parties know everything but can get away with nothing

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

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:
Read the rest of this entry »

Justifying Laziness!

June 2nd, 2010

I’ve read in a few places about GMs who keep name lists with them so that at any given moment they can come up with a name on the fly and simply cross it from the list. That’s all well and good, and I’m sure it sounds like another cool way to make the DM’s job easier.

But really, why do that when you can just make up some ridiculous name on the spot? I do it all the time! It’s surprisingly easy and everyone respects you for it!

Some sample names below! I promise I didn’t spend more than 10 seconds on any given name, and if you can’t stall for 10 seconds before dishing out an awesome NPC name, why are you sitting on the other side of the proverbial DM screen to begin with?:

Arthoor Demanche
Littles Fairfoot
Tooro
Shenk Potbelly
Lathers Erranding
Lord Kathos
Boorby
Lampost
Shim Shaw
Tercy Maxwell
Lakespit The Hurt
Bloodcaller Melk
Limples
Serp
Youngings the Earth Melder
Jarcia
Vedrock

Of course, leaving things up to your imagination can have hilarious results, such as two rival NPCs in my world, one of whom is named Lord Veriketh and the other who is named Lord Keth, but hey, that’s D&D!

Lankhmar levels 2: Pulgh, the unpublished character

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

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?

My D&D DMing Philosophy in a Nutshell

May 21st, 2010

Interestingly, this also sums up my Strengths + Weaknesses as a DM:

1. Spend like 80% of your prep time making awesome encounters. Spend the other 20% painting broad awesome strokes for your campaign. I’ve been in campaigns where the DM had tons of wheels behind wheels going and it was awesome, but frankly I’m not any good at that stuff. And if 75% of the session is going to be a combat encounter anyway, it better be awesome!

2. Constantly challenge your players with tough fights and moral dilemmas. Be uncompromising, even cruel: I don’t know about you, but when I feel like an encounter isn’t tough, I’m not having any fun, and if I’m putting in, say, 2-3 times more work into a game than my players, i think I deserve to have some fun too.

3. Make a TON of things up on the fly. Just spew the stuff out. Don’t even wait for players to come up with a cool idea necessarily (though that doesn’t hurt); just follow your whims and see where they take you. I do this so much lately its ridiculous. On a whim, I’ll just make up an NPC or mention something crazy that the players can check out. Or if I get the slightest hint that the players want to do something, I’ll grab a few books and scratch together a fight (or even easier, a skill challenge) on the fly. I made up an encounter the other day that nearly sent the PCs 10 years into the future during an important quest and a tense time period in the campaign. It would have been awesome and only didn’t happen because of a few quick dice rolls (See rule #9).

4. FOLLOW THE RULES 100%!: When i say make things up, I don’t mean the game rules. D&D is a game with complicated and interesting combat rules and has plenty of avenues to allow you to do awesome things within the game without changing the rules. I absolutely encourage my players to let me know if I’m doing something wrong and we’ll either look it up right then or I’ll make a judgment call (usually in their favor) and then ask them to look it up while other people take their turns. I like the idea that D&D can be a storytelling game that is also a Chess Match (i.e. a game where everyone knows the rules and tries to gain strategic advantage using them).

5. All NPCs are eccentric. Sometimes an NPC is a bad ass but in a weird eccentric way. In any case, generally NPCs are weird, have weird motivations, try to get under the PCs skins, and generally are trouble. Eccentric characters are easier to roleplay. This is probably more of a weakness than a style choice, but hey, that’s how I roll.

6. World Build World Build World Build: It’s fun and rewarding, especially if you take a no holds barred approach of just filling your bucket of a world with grains of awesome.

7. House Rule: D&D needs houseruling so don’t shy away from it.

8. Kill a PC every so often: If your PC bad mouths a god, go ahead and have him shoot a bolt of electricity right into his face-

9. Rolls Rule: But at the same time, make an attack roll. Even if it has a +50 bonus, make the roll and see if it hits. Then roll out the damage. Even if it’s 30d10, roll it out and see what happens. It’s hilarious to put someone’s fate in the roll of the dice and sometimes the dice pull the game in totally awesome ways.

10. Be whimsical yet cruel: Punish players for being stupid yet give them plenty of opportunities to be stupid in different and fun ways. Reward them when their stupidity pays off. Punish them when they do the right thing and get a few crappy dice rolls. See yourself as that delightful antagonist, always there to clap at their misfortune and curse good naturedly at their success. Delight in everything they do and sincerely congratulate yourself when you engineer their destruction.

I didn’t put in anything there about having fun, because that should be obvious. The goal of everything in life is to have fun or survive long enough to have fun, right?