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Wednesday, August 31, 2011

Beginnings of an AD&D Campaign

Most of the players were on board to switching to the AD&D campaign. One just isn’t into d20 games and no problems there I will just have to see him on-line and play some City of Heroes. We’ll kill some clipart.

Like I said in my previous post we will be playing AD&D, warts and all, but there will be a few homebrewed rules thrown in.

Character Creation: 
  • Roll 4d6 throw out the lowest six times then place them in the attribute of your choosing.
  • All races in the PHB are fair game.
  • All classes in the PHB are fair game.
  • Roll starting money as per class.
  • Choose weapon proficiencies.
  • Choose a non-weapon proficiency. (I need to find the short entry in the DMG about them)
  • Magic-User classes start with 3 spells, each additional spell will cost them 50gp.
  • Languages need to be chosen.
  • I’m even playing with alignments. How can you have a true AD&D game without them.
  • And I am using the money system, including the dreaded electrum piece.  

Homebrewed Stuff: 
  • I will switch the money system from a gold to a silver standard. I just like it better overall.
  • I am not at home and I don’t have my books in front of me, but I don’t remember if this was a rule or not, but I plan on giving a +1 to AC for helmets and +2 to AC for great helms (but it carries a -1 ‘to hit’ penalty).
  • No going to worry about encumbrance for the most part. Unless they find a 500 pound gold statue.
  • Initiative will be a d10 instead of a d6. It makes sense to me since there are 10 segments in a combat round. What you roll is what segment you attack on. Dex bonuses will apply. If a player gets an AC bonus the same number will apply to the initiative.
  • I retain the right to change or ingnore everything I have just said. 
When I get my books in front of me and hash out the rules I'll post more.  The setting I have pretty well outlined in my mind.  At least the beginning.  It is something I came up with when our group was planning on doing a cooperative Points of Light type suppliment for old school systems. 

My plan is to hash out rule details.  Then give the players the background and starting situation.  Each will get there own custom knowledge sheet and so on.  I plan on posting a lot of the details here.  Use this as one of those wikis I don't totally understand.

Tuesday, August 30, 2011

Finding the Right System

We are on a break (not the Ross and Rachel kind) from our Monday Night game that will resume after the Labor Day holiday.  I am currently using 4th edition GURPS and while I do love the system and all of its options and flexability, but I'm not feeling it.  I've been reading and writing for S&W, OSRIC, LL and my new renewed interest is in Hackmaster Basic.  It has a little of mix of some GURPS and AD&D. 

I plan on asking my group to switch systems.  Most of them will have no problem, but if some do I can understand.  What I plan to purpose is a AD&D game using the orginal three books.  No retro clones, no numbered editions just the game we played for countless hours.  I don't plan to change anything.  I want to play it with warts and all.  I'm interested to see how much different we view the game so many years later.

Sunday, August 28, 2011

Sleestak Sunday


Saturday, August 27, 2011

Late GM Badges

Yup, it's my turn.  I was in line to do this, but I got in the wrong line and actually ended up getting tickets to the Air Supply/Peach n' Herb reunion concert.  Stuart over at Strange Magic created these fantastic GM merit badges.  I really dig them.  Thanks Stuart, they are cool.  Here is my Hurricane Irene entry.  I hope it finds all you gamers in her path safe and dry.

Character death is a definite possibility in my game as I wrote in recent post.  I just not sure how to GM a game where PCs are throwing themselves into they fray and not have it be a possibility.  But more important my players like the tension of this risk in my games.

I like a mind bending disturbing content.  I never go into details about content like rape or anything to do with children, but in many of my games innocents are often victims.  A whole village may be killed and tortured, but I won't describe it.  But I so imply what horrible things have happened.

Drama.  Got to have it.  Tension between the environment, another person or group and one self is what makes a game world alive.  I think it is critical to have a balance of the three in game although one will always take center stage at any given moment.

Okay, I am not a full out gonzo ref.  I guess you could call me gonzo light.  I like a down and dirty game with a lot of weirdness to it.  Elements that may not fit into a system, but add an element of the unexpected.

Oh yeah, this is me all the way.  I make shit up as I go all the time.  I do like to have a loose outline of possible events during a game, but everything else is up to the players and my whimsy.  I often come up with better ideas and connections to events without thinking too much about them.

This one kind of goes with the above.  If the players are discussing what 'something could be' and its way cooler than what I thought of hell yeah I am stealing it.  They need to be like those football coaches on the sidelines covering their mouths while they talk if they don't want me listen.

Mystery.  A good mystery is always a fantastic element to add to the game.  Where there are so many rules and all the monsters that everyone has memorized and knows all their powers, it's great to add some mystery into a game.  To me it's the difference between a good game and a great one.

I like to give my players a lot of responsibility in my game.  Especially in character creation and in story development.  Sometimes if I don't have something scripted I tell them to make it up and then it become part of the campaign canon.

Scary.  I think this one is tough to achieve in some ways because of the issues I mentioned with the mystery.  Everyone pretty much has the all the rule books memorized.  Really the best way to achieve this any more is to create something yourself.  And allow the players watch from the safe distance as a red shirt experiences it first.  Or just keep it just out of view.

I like tactics in combat to give it a little more depth than just rolling dice.  I like options.  A combat should be its own story and may have several ups and downs in it also.  A good fight is a work of art.

And last, but not the least, but in my games probably one of the most important, Story.  It combines everything above into an ongoing adventure narrative that if done correctly will have your players boring other players with its retelling for years to come. 

Again thanks to Stuart for creating these badges.  They were fun to play with.  Now I have to find those player badges.  Although I think Ark's was the best.  That one cracked me up.

Thursday, August 25, 2011

PC Death

I know I've blogged about this before and I will probably do it again, but I've seen a few posts on it lately and thought I would add my thoughts.  I am sorry I missed the GM badge thing.  I saw them floating around everywhere, but I am a little slow on figuring out what they were.  Those are cool.  Okay, back to death.

It is simple for me as a player and a GM, if death is not a possible outcome then the game is not fun.  Death doesn't necessarily mean the physiological limits of a character have been reached, but something that makes him unplayable.  Rabin insanity, limbs gone missing, or he has a combination of so many disadvantages that he has become useless as an adventurer.  When I take my character into a massive ruin of some forgotten god I would hope there would be some risk involved.  If it is predetermined that I will lose hit points, but there is no chance of losing my character than the monsters should just hand me the loot at the door and apologize for inconvenience. 

I know the argument about players losing interest if their characters are killed.  Maybe just maim them instead.  Which is a possibility and one I also use, but I think the argument that players lose interest is weak.  I know the other argument is what if a player does everything right and he dies due to crappy die rolls.  Sorry, that's the way the game goes.  How much fun is it when a player does everything wrong, but the dice rolls are with him and he gets away. 

But all this hinges on the expectations of a player and a GM.  This is something I write about frequently.  If a GM and players are not interested endangering their characters and they play a wound, but not kill game and have a blast I say excellent and enjoy.  We each chose what type of game we like best.  And all the things I have mentioned above is the way I like to play best.  It's not the only way of course, but a way I prefer.

Death is a huge part of gaming.  Many times it's either kill or be killed situations.  It's always cool to roll up a new guy and see what kind of trouble you can get your new guy into.

Wednesday, August 24, 2011

Neoclassical Geek Revival

I really do like getting things in the mail and lately the post office has been a candy shop.  The other day I go to the post office and another parcel waited for me.  This one was from Zzarchov over at Unofficial Games.  I received a copy of Neoclassical Geek Revival, it's his homebrew rules in a very old school style of book.  It is very cool.  He has a lot of good ideas about container rules and carrying capacity.  And some great ideas about armor and weapon tags.  I think he said he may have one or two left.  If you have a chance go ping him for one.  It's a good read and very old school.  I love the look of the book and the feel of the paper.  Thanks Zzarchov for sharing your homerules with me.  I learned a lot.

And now some seductive pictures (que the wah wah music):


The dent in the right corner was there when I got it.  Apparently there a still a few disgruntled Canadian postmen.

The simplicity of it has got a sex appeal and looks great in my OSR section.

The reveal.  A little taste of the goods.  But just a taste.

Monday, August 22, 2011

Starter Adventures Cover


I've been working away on Starter Adventurers again now that I seem to have my headaches somewhat under control.  Jason of UNDERWORLD INK sent me the cover.  I've sent him what I did to the cover, which is put those words over his beautiful picture.  Overall I think it looks good.  I'm waiting to see what Jason thinks and tweak it from there.  And he sent me the back cover which is great. 

In a week or two a plan on having a caption contest.  John sent me an amusing picture that is crying out for a one liner caption beneath it.  I might actually have a couple of those and the winners will get free PDFs of Starter Adventures. 

Have a great Monday guys.  Normally this would be a game night for me, but I've asked my group for a break until after Labor Day so I can catch up on some stuff at home and Starter Adventures.

Sunday, August 21, 2011

Building a Better GM

Over at Hill Cantons, over here at the Manor he is know as Cake, he put out this challenge that has been sweeping around the blogs.  I guess it's my turn to give it a go.  I've seen some people arguing over creativity and/or techniques and it makes me chuckle.  I've been in the writing business since the mid 80s and there is always someone who knows better and gives you the absolutes of how things are supposed to be.  They're full of shit.  Ignore them.  Don't even argue with them because you won't change their mind and all you do is waste precious energy on them.  Even though I have no absolute laws of how things are supposed to be, I have suggestions because they work for me. I think most of us already know and use what my three things are.  It's not complicated.

The three questions blend together so I will sort of answer them all at once. 

1. I like to take the stereotypical, allowing the players to go on assumptions and then twisting it, sometimes subtly and sometimes more extreme.  This is a great technique I use in my fiction and it works fantastic for gaming.  Maybe the orc that is tromping through the forest is not a 1HD easy target.  Maybe it's a 5HD orc/troll with regenerative powers wearing the Charm of Gruumsh that grants any weapon it uses to paralyze.  This is a deadly example, but a good one that plays on players' assumption.  Everyone has the monster manual, but GMs have to remember those stats are just a suggestion.

What to watch out for: Making everything unusual so in doing so you've made the unusual the usual.  It's okay to have a horde of goblins for the players to slaughter.  That's fun too.  A GM needs to set up the situation so that the twist will work.

2. I am very good a winging it.  I think this is probably one of the most important skills a good GM can have.  I think the best adventures are ad-lib and some nice surprises for the GM as well as the players.  Of course to be effective the GM needs a solid knowledge of the system.  Ad-libbing is cool, but also I think needs to be done in moderation.  A foundation and consistency needs to be established.  Some people who have the entire world, cultures, history and geography memorized then it's no big thing.

What to watch out for: Like I mentioned the biggest problem with too much improvisation is inconsistency.  Too much and it's difficult to keep track of motivations and people and things and places because you made them up on the spot.  Keep good notes or at least have a good outline/structure that you use to keep things from going too wonky.

3. I think what makes me a good GM is I engage the players in interesting story-lines.  There is often several running through a single game at any one time and some are the main story arc for the characters and some are those side quests or path splitters.  I like to weave a lot of layers and build a complex relationship to the world they're interacting with. 

 What to watch out for: Over complicating things.  Players love to develop their story-lines and will often complicate it enough themselves, GMs need to allow them that privilege.  If things slow down a bit the GM can always interject some new interesting twist, but if your players are anything like mine they create enough drama to last several sessions in one sitting. 

Sleestak Impressionism Sunday

A sleestak in a haystack or I did not find the needle, but I did find this.

Saturday, August 20, 2011

Doppelganger Mirror


I was reading through the Swords & Wizardry rulebook and an idea popped into my head. I'm not sure what trigger the idea, but here it is. The Doppelganger Mirror is a nasty little item to spice up a campaign. Even the destruction of it is going to cause problems for a long time. Enjoy.

The Doppelganger Mirror is made of a high quality, polished glass. It is framed within a large oval silver steel frame. The frame is sculpted in a sea theme with waves adorning the edges and clam shells at each corner. It weighs 100 pounds and is meant to lean against a wall for support. It looks to be of elven craftsmanship, but its weight and thick frame suggest it is only elven influenced.

The mirror reflects a depth to objects and people that regular mirrors are incapable of doing. The mirror is able to see around things. When a person stands before the mirror and desires something that object or thing will appear in the reflection.

If the player concentrates on the object the surface of the mirror will begin to ripple. At this time the player can reach through the mirror's surface. If a player chooses to do this he must make a saving throw vs. spell or be imprisoned within the mirror. The doppelganger of the player is now free to move through the real world. This doppelganger has gleaned most of the surface knowledge from the person, but does not know the background or secrets. It will use its ability to read minds to find more information. A character can resist this with a successful saving throw.

The doppelganger will provide substance for the imprisoned player by bringing drinks and food within the range of the mirror's reflection. It is in the doppelganger's best interest to keep the prisoner alive. If the player dies then it dies. The player can interact with the objects that are reflected in the mirror and use them as they normally would. However, magical properties cannot be transferred through the mirror. A +3 sword would be a regular sword within the mirror.

Once the mirror has taken someone it reverts to a normal mirror until that person dies. Only the doppelganger can see the prisoner within. To all others it is just a fancy mirror.

Only a magical weapon or object can shatter the mirror. Smashing the mirror will instantly kill both the imprisoned and the doppelganger. The magical explosion will tear through the fabric of reality making the affected area weak. 

Wednesday, August 17, 2011

Rusty Battle Axe Reveals His Dice

 
I don't have a place to post my dice, so I am sending you this pic in case you want to post it on your blog. My odd assortment of Holmes Dice. - from Rusty

Done - Tim

Tuesday, August 16, 2011

I Got Your Smurf Right Here

With the Smurfs being revived I thought I would break out one that my dad had for years.  I am pleased to present the little known blue man who rarely got any animated time due to his bad behavior and habits. 

Please meet....







Drunk Off His Ass Smurf







With a tankard the size of his body he is ready to party.

Mail Call! A Beautiful Beast

This beautiful beast arrived in the mail yesterday.  This thing is absolutely gorgeous.  Inside and out.  I know I whined a few posts ago about not knowing the mailing date and I retract my dismay with Kenzer & Company and the new Player's Handbook.  I think I'll be ordering that puppy as soon as I can afford it.  With the Hacklopedia of Beasts in safely secured on my shelves and reading table, now I wait for the the big, fat Tome of Horrors.  Prepare to be jealous.



Monday, August 15, 2011

More Killer Pics from Underworld Ink

 John and Jason of UNDERWORLD INK have been doing an incredible job of capturing the spirit of what I am trying to present in Starter Adventures.  I really love this picture for two reasons, 1) The perspective and  2) The layout options.  Because its not a typical square picture it allows me to break up the text in a different manner.

The picture itself will go into the dungeon section of the book.  My mind's eye has already placed it in a cozy little space on the page.
And I absolutely love this one.  Reminds me of a superhero battle with tankards.  It's just missing the POW! or BAM! above it.  This one goes into Tavern Fight.  Duh. 

All the pictures are in except maybe one or two for the dungeon.  Rob is tweaking maps.  And I am slowly getting edits done.  Battle migraines has been a losing battle for me lately.  I'm going on my 4th week of this headache.  Although it switched it up some this weekend and now I actually have two headaches which is weird and very unpleasant.  But, seeing these new pictures was better than aspirin. Thanks to both John and Jason.