Showing posts with label DandD. Show all posts
Showing posts with label DandD. Show all posts

Wednesday, April 27, 2011

The May Project: Introduction and Canon

So, my project for May is designing the initial adventure and setting for campaign whose canon is selected accord to Jeff Rients' Alchemical Proposal. I'm only aiming to create enough material to run initial characters and adventures. I want to leave enough open that the setting will evolve through play. As a result I suspect much of the source material will remain untouched.

I would like to use only things I have in physical form so I can use a banker's box to hold it. This is an idea picked up from Twyla Tharp's The Creative Habit which I'll discuss tomorrow.

1) Start with any ol' D&D-esque ruleset, though a simpler system without alot of fiddly bits probably works better here.
Here I'll be using Lamentations of the Flame Princess, Grindhouse Edition. This is a semi-exception to the physical form rule. I have the Deluxe edition and my Grindhouse is either in shipping or will be shipped this week. For now we'll toss the Deluxe in the box until Grindhouse gets here.

2) Add some supplementary rules material. You're primarily looking for new Gygaxian building blocks (classes, races, spells, monsters, magic items, etc) to drop into the game. In this recipe you want exactly two different sources for this stuff, one of which is easy to put into your game, like adding Mutant Future as a source of monsters and treasures to your Labyrinth Lord game. For the other one choose something that might be a little harder to fit into your system of choice without some work.

I like to call these the near and far supplements. For LotFP I will define a "near" supplement as anything written to be directly compatible with TSR D&D. The only conversion that will really be needed is armor class and perhaps a few other things like magic resistance.

The physical rule has the biggest effect here as my first choice, Monster Manual 2, isn't on the bookshelf. I do want a monster book as this is one area where LotFP is pretty empty. I understand Raggi has done this for philosophical reasons but a collection of monsters is useful for me. One reason I'd like the MM2 is the players are much less likely to be familiar. The other is has the section on mapping rarity to custom encounter tables. In fact, that section is why I first bout the MM2 back in the day.

Lacking the MM2 and not wanting to use the Fiend Folio the next choice on my shelf is Monsters of Myth and Legend from the old Mayfair Games Role Aids line. It contains simple background and monsters from six different real world traditions: American Indian, Australian Aborigine, Chinese, Greek, Irish, and Norse mythologies. That looks like a good fit. It's material can provide a basic outline for six different regions.

Now that we've picked a near supplement let's look for a far supplement. Scanning the shelf I want something far not only in a rules sense but in a genre/setting sense. Instead of another fantasy book I'd like something a little different. I'm not interested into doing something more science fantasy like but maybe something from a horror or modern-mystical setting. Looking at the shelves two choices jump out at me, Mystic China and Through the Glass Darkly. Both books are from Palladium and are for their Ninjas & Superspies and Nightbane games respectively.

Looking through both books they both add several classes and quite a few magic spells. However, I'm going to go with Mystic China for a few reasons. First, while I'm not sure I want to use new character classes early out of the gate if I do at some point Mystic China's are more than just magic user types. Second, while the idea of living magic is very interesting I'm not sure that's a direction I'd like to take. Finally, there is some synergy in my two gaming supplements in that both try to provide some Chinese material. I doubt either is going to provide a real Chinese experience (Mystic China does provide a few pages on quick and dirty feel) but I've never run a campaign with an East Asia filtered through typical American rpg sensibilities campaign. Doing something new is always a good exercise.

Tomorrow we'll move onto step three which is selecting a limited amount of fluff to use as inspiration. Then we'll put it all in a banker's box and post a photo plus discuss the banker's box idea.

Sunday, July 25, 2010

The World After: Races and Classes

Nothing completely definitive...more leaving myself a note, but I figured making the notes public is part of blogging (except for those super secret notes in my notebooks for PCs to discover).

Anyway, planned initial races and classes (no race/class split): fighters, clerics, magic-users, elves (using the old D&D pick every day fighter/m-u class), dwarves, and some kind of "other skills" class. I'm torn on how to do the last. I'm waiting to see how the specialist works. I remember someone (maybe Rob at Bat in the Attic) had a similar class. Or I may run with a talents and SR class of my own design.

Thursday, July 22, 2010

Buried Treasures: Old School RPG Magazines and Fanzines

Because I can't keep track I thought I'd create a list of RPG fanzines and magazines dedicated to pre-3.x D&D, clones of it, and T&T. Images are the most current issue. The order is not meant to be a comment, but just reflects the order I remembered them.


If I missed your magazine or you'd like the link or thumbnail changed please drop me a line. I'm only interested in those still being actively produced (I'm unsure of the status of Green Devil Face so I didn't list it).

Tuesday, July 20, 2010

Random Campaign Idea: The Last God

At the dawn of time the gods who inhabited the Astral Sea warred with the Old Ones from beyond the known universe. Aberrant monsters of the Far Realm they sought to unmake creation. The gods were hard pressed and imbued the mortals with their powers to join in the battle. In the end the Old Ones were driven from the moral world and it's parallels as well as the Astral Sea. However, many gods fell and a handful of openings to the Far Realms permitted the servants of the Old Ones to corrupt creation.

For a time the gods worked to heal the world and mortals hunted down the fell servants but the Old Ones were not permanently deterred. Again the Old Ones struck and were defeated yet more gods fell. Like the tides breaking upon the shore each war ended with reality preserved but more of the gods, and often their planes within the Astral Sea, destroyed. Each time more of the Old One's servants remained behind.

Now, a thousand years after the last war, the world awaits its fate. The Last God imbues his servants with the power to destroy the aberrant monsters while runepriests join mystery cults dedicated to fallen gods to learn their powers. Other mortals, knowing that the gods are spent and the defense of the world falls to them, have taken to walking arcane paths and making fell pacts to garner power to defeat the Old Ones and their servants. The Fey wilds have sent forth their own champions and even beings of Elemental Chaos have stepped into the world to prepare for its next defense.

Yet even before that can begin the world must be cleansed of the corruption left by the Old Ones, including the promises of power to persevere against them or even among them. It seems no place is pure and no power lies uncorrupted.


This idea comes from two primary sources and one secondary source. The primary sources are James Raggi's how to make D&D metal and Palladium Book's Old Ones. The secondary source is Charnel Gods, a supplement to Sorcerer which has no web presence that I can find.

The principle idea behind the setting is an ongoing war for the universe between the gods and Cthuvian Old Ones. As the gods beat off each attack their numbers diminished faster than their ability to regenerate. Now, the Last God prepares for his final battle by empowering servants, while men try to claim both the powers of the fallen gods as well learn the powers of creation directly.

Meanwhile, these wars have corrupted the world itself. Most power is now seduced by servants of the Old Ones and the world wars among itself as much as it tries to heal and prepare. The characters are new heroes rising to fight the corruption of the world only to risk seduction by it. Those who persevere beyond that seduction can rise to defend creation itself.

I originally conceived this for my restricted classes and races 4e campaign.

Saturday, April 10, 2010

Ape as Class

The Marvel comic Planet of the Apes has gotten me on a bit of an ape kick. Which got me thinking, why not use it (modified) as a D&D setting. Use the old sci-fi classic of nuclear war restoring magic to the world. For people who complain of elfly/dwarfy fantasy this could be a new twist.

What's really great is how the original movie even helps us map the ape types to character classes. Based on the films, especially the first two, it is obvious that gorillas would be fighters. The scientist types are all chimpanzees so they would be our magic users. Finally, Dr. Zaius and the Lawgiver are cleric types which gives us the orangutans.

Grab the cave city inspired architecture (especially if you can find the old 70s comics) and use James M's Stranger for Taylor like visitor humans and you've got all you need for a great classic D&D version of the classic franchise.

Plus, no elves.

Friday, April 2, 2010

Mentzer Dungeon: Introduction

This week I pulled the trigger on BCS Redbox and BCS Rebox Meetup. Our first meeting will be Sunday the 17th of April.

I don't have anyone signed up but me. As such, I need to be ready to run something. While I have a ton of modules and such I thought, "since we're playing Mentzer why not build a dungeon by the book."

So, over the next week I'm going to try and pretend I've never done this before and design a dungeon step by step with random stocking of most rooms and all the other hallmarks of Mentzer's procedure. For those wonder, the outline isn't much different from Moldavy's outline but the text is somewhat different.

For those who don't have Mentzer handy the steps are:

  1. Choose a Scenario
  2. Decide on a Setting
  3. Select Special Monsters
  4. Draw the Map
  5. Stock the Dungeon
  6. Fill in the Final Details

My goal in this is two fold. First, I'd like to get back to basics and see if I can rediscover things I've forgotten, both in process and in response. Second, I'm hoping these posts will inspire those, especially those who have never designed a dungeon, to take the leap.


Other articles in this series:
Introduction
Scenario
Setting

Monday, March 29, 2010

Monday Pointers: March 23, 2010 Edition

D4:Customizing 4E - "Old School"
MJ Hanish at Gaming Brouhahah has some notes on optional rules from the Fourth Edition's Dungeon Master's Guide 2 and some campaign restrictions to get a more old school feel out of the current WotC game sold under the D&D banner. He includes core ideas and then some specific recommendations for a Moldavy/Cook or AD&D game. With a lot of people who have never played the older editions and the upcoming new red box knowing how to adapt fourth to our style is worth investigating. If you disagree, try MJ's last paragraph.

D6:Raggi gives the perfect standard for OSR membership
Playing one of these games is pretty much the only requirement to be "one of us." No matter where you came from, what you did before, doesn't even matter if it's your favorite sort of game. You play the game in good faith, you're one of us, and fuck anyone who tries to impose greater "membership requirements" than that.
Word

D8:Feeling Old School
A interesting thread on RPG.net requesting descriptions of old school games other than D&D. With some specific requests. Head on over and share your knowledge.

D10:Musings on Sandbox Campaigns
Bat in the Attic has some interesting points about running a sandbox campaign. I think the second is the most missed point about sandboxes. They exist without the player characters and the GM should have an idea of what is happening outside of what the PCs do. Then, if the PCs run into those plans by NPCs you get plot.

D12:Realms and Remembrance
Having gotten a great response to his Secret Origins post of inside facts about the original Marvel Superheroes RPG Jeff Grubb decided to follow with one about the early publishing history of the Forgotten Realms.

D13:Red Box Bryan College Station
Bringing out the D13 to toot my own horn again, I'm working to start a monthly BECMI game inspired by Red Box New York, Red Box Vancouver, and Red Box Calgary. I'll also be using Meetup to promote. Expect a longer post on my Red Box Network idea later this week (or not...we all know me).

D20:How the Red Moon Came to Glorantha
I found Greg Stafford's personal site recently and it has some interesting articles. This one, on the genesis of White Bear, Red Moon was a revalation. As someone who learned of Glorantha from gaming it was odd to find out the part of the world that has dominated, almost to the exclusions of all others, wasn't originally conceived as part of that world. This only reinforces the drive to create "My Glorantha".

D100:Speaking of the Mythmaker
Allen Varney, in his rotating spot in the High Adventure column at The Escapist profiled Greg Stafford. In light of my mission statement/subtitle here I have to share this quote:
Roleplaying is one way for us to stimulate that mystery sense. Furthermore, its tropes activate all kinds of deeper curiosity and let us exercise both beneficial and gruesome fantasies that lie dormant in us. Choose anything from great heroics to serial murders - what greater opportunities do geeks like us have than to seek these while sitting at a table of friends? Are we heroes as a result? Nah, course not. But we are friends with shared thoughts, and that is good for the soul. And when we romp through those tropes, something deep inside is exercised - the mystery stirs.
Word

So, we start another week. Last week was my best ever in terms of numbers. While I think the fact that I posted five days running might have something to do with it I have to bow to the reality that my TARGA posts got the numbers. Still, to new readers welcome aboard. I hope you find my material interesting to enough to stay. And that Miss Manners post is still getting hits.

Wednesday, March 24, 2010

Adding a Luck Stat to Classic D&D

This is inspired by Jeff Reint's notes on playing Dungeon Crawl Classics RPG. The idea is luck should be a fluid stat whose effects vary over time.

When you create a character roll a seventh stat, Luck, on 3d6. Even if you use alternate methods for the main six leave Luck at 3d6 because it will change quite a bit. Luck provides an adjustment according to the following table:

Luck stat Adjustment
4-5 -2
6-8 -1
9-12 0
13-15 +1
16-17 +2
18 +3

Before each session each player rolls on the luck effect table. This determines what his luck adjustments affects for that session. I recommend making little fold down cards or clips for your DM screen so you don't forget when luck goes wrong.

Percentile Roll This session's luck effect
01-10 Add luck adjustment to all rolls to hit you
11-20 Add luck adjustment to all damage done to you
21-30 Add luck adjustment to all damage rolls
31-40 Add luck adjustment to all to reaction rolls
41-50 Add luck adjustment to all to hit rolls
51-60 Add luck adjustment to saves against poison/death ray
61-70 Add luck adjustment to monster moral
71-80 Add luck adjustment to saves against magic wand, magic spell, or magic staff
81-90 Add luck adjustment to saves against turn to stone, paralysis, or dragon breath
91-00 Add luck adjustment to hireling moral

If you roll doubles on the luck adjustment roll to see if your fortune has changed:

D10 Roll Change in fortune
1 Reversal of fortune: New luck is equal to 21 minus your old luck
2 Falling fortune: New luck is equal to the average of you old luck and 3 rounded down
3-4 Waning fortune: New luck is equal to the average of you old luck and 10 rounded down
5-6 No change in fortune
7-8 Waxing fortune: New luck is equal to the average of you old luck and 12 rounded up
9 Fortune's favor: New luck is equal to the average of you old luck and 1 rounded up
10 Reversal of fortune: New luck is equal to 21 minus your old luck

Tuesday, March 23, 2010

Researching Spells: They have to be new

So, I wandered back to an excellent discussion of B/X spellbook limits at Ode to Black Dougal.

Looking at my comment I think I left an important idea out but researched spells, which I allowed to exceed the spellbook limitations, CANNOT be spells in the B/X rulesbooks or that you can be taught by other magic-users. Basically, the idea is there is a common legacy of magic, the spells TSR provided, that make up the limited spells. To become more than a copyist of others you much research your own.

I didn't have this in mind back then, but I think it is a crucial addition. In fact, I could swear this exact limitation (spell research means spell creation) was in the original Dungeon Master's Guide in conjunction with the Intelligence limits on spell (which I believe research allowed you to exceed). Maybe it is in some other early book but I could swear I read it back in the day (maybe one of Gary's rants in The Dragon).

Regardless, I think if you're going to allow Magic-Users to exceed whatever limit your rules set offers (as do all versions up to second edition where it became optional) you should only allow it by researching of entirely new spells.

Thursday, February 25, 2010

New OD&Dities at RPGNow

The first issue of OD&Dities in six years is now available.

Twenty-four pages of material for your Basic and Expert games (all flavors) for a mere $2.00. At eight and two thirds cents per page I think that even meets James M. won't give his now standard rant about prices (just kidding James).

Monday, February 8, 2010

Monday Pointers

D4: The Return of OD&DITIES

One of the great fanzines of the past decade plus is back. While all the issues of OD&DITIES have been available at Dragonsfoot the last one was April 2004. I have a special affection for it as it is the first place I read Erin Smale's Building the Perfect Class.



D6: Labyrinth Lord Advanced Edition Companion is out

One of my first posts wasIntermediate Dungeons and Dragons which discussed how I played AD&D back in the day, which was mostly B/X with the character and monster stats replaced with those from the hardbacks. Well, for those playing Labyrinth Lord who want to do the same thing you no longer need the hardbacks. The book is available as a free no art download, a pay PDF, and a hardback.



Just two this week as work plus three grad school classes (one with a final paper due this coming Sunday) has kept me busy. That said, I actually have content in draft form for this week so there will at least be Inspirational Art and Buried Treasures this week.

Tuesday, January 19, 2010

Release Classic D&D

So, over at Grognardia James M. wonders why Hasbro hasn't added D&D to their nostalgia line.

Maybe they don't think it will sell well enough.

While I doubt we can convince them otherwise we can try. So, in the grand tradition of the Internet I present the online petition for Hasbro to bring back the red box.

Why not, it's worth a shot.

Monday, December 14, 2009

Crosslink: Death Frost Doom infiltrates WotC

James Edward Raggi IV got the most surprising plug of all for his excellent Death Frost Doom.

Mike Mearls plugs it on the current official D&D podcast. You know, the one from the company that makes Fourth Edition.

Get the link at Lamentations of the Flame Princess