A question to all of my readers: what is, in your opinion, the worst rule or rules in AD&D 1st edition? Additional kudos, if you justify your choice(s). I admit that initiative is a bit confusing but I don't really enjoy unarmed and grappling combat. I will use it to test it in combat, although the situation never came up in play, but as written, they are a mess. What is your worst rule or rules?
Monday, April 30, 2012
Saturday, April 28, 2012
The Randomness of NPC Reactions
This was a point of contention last night as we played our 4th session of our Greyhawk campaign. Eventually, I'll write a more detailed post about it, but the specific situation was as follows: the group stumbled upon a group of lizard-like humanoid creatures living in a swamp. Their first reaction was to parlay, having won the initiative. The ranger was the only one who could speak fluently their language. I decided that he was translating what the lizard folk were saying, so everyone could speak normally instead of having the player unnecessarily repeat the other said. It was just a minor fudge in order the keep things flowing. What initially appeared as a peaceful encounter turned into a vicious confrontation when the creatures attacked.
One of the players didn't take this too well. In his opinion, a "roleplaying encounter" should be fully verbal, with the players speaking in character, and never let random dice rolls dictate the outcome. He wasn't very happy when the creatures attacked out of the blue after a few trinket exchanges. He also died during the encounter so I believe his opinion was more of a knee-jerk reaction to a very sudden and unexpected death than a rational one.
This notion encounters with other creatures should be fully "roleplayed" and never dictacted by dice rolls is totally alien to me. It presupposes three factors that are flawed to begin with:
First, it implies that roleplaying and dice rolling are somewhat mutually exclusive. Either you are roleplaying or you are dice rolling. This could be not be farther from the truth. You can roleplay and still decide things with dice rolls. In fact, roleplaying provides a clear rational why the dice are being rolled and why the random results are what they are. They justify, in our minds, the randomness of the game. In this case, the creatures attacked because they were offended when one of the characters refused to reliquish a sword the creatures wanted.
Second, this notion assumes that when one initiates an encounter by roleplaying, this aspect alone is sufficient to propel things. In my opinion, this disregards one important factor: Charisma. The truth is that, with very rare exceptions, the character's Charisma IS NOT the player's Charisma. The player can be highly conversant and rich in vocabulary, and have an appealing personality, but the character can be a rude lout who grunts and snarls his way around, or vice-versa. The roleplaying must be filtered through the Charisma attribute much like one's combat ability in real life isn't a direct equivalent of a character's combat ability. And how else to decide if a player with a low real life Charisma but has a good game Charisma impresses the NPCs? Using reaction rolls, of course.
Third, this notion assumes that most of the races understand each other and can reach a mutually agreeable compromise. The truth is, most the creatures' norms of behavior and conduct are partially, if no completely, different from humans' and demi-humans' norms. Even if we can trace similarities between orc and kobold societies with human ones, it is much more difficult to roleplay a lizard man or gelatinous cube. Of course, it's easier to parlay with lizard men than with a gelatinous cube, which is a completely impossible proposition, but even lizard men are far too removed from the human society standards to let things be decided by roleplaying alone. And once we enter the "GM fiat" territory, it can be a slipery slope if not handled correctly.
I could play the "DM is the final authority" but I feel the need to explain such things so as to make the player understand my play style. Dice are not the be all and end all of roleplaying games but neither is roleplay. Both are different faces of the same coin and both much be balanced to create a reasonable doubt in each situation. A small degree of randomness not only keeps the players guessing and situations tense but it also guarantees a certain degree of impartiality, much like a failed attack roll in AD&D can spell the difference between life and death.
Third, this notion assumes that most of the races understand each other and can reach a mutually agreeable compromise. The truth is, most the creatures' norms of behavior and conduct are partially, if no completely, different from humans' and demi-humans' norms. Even if we can trace similarities between orc and kobold societies with human ones, it is much more difficult to roleplay a lizard man or gelatinous cube. Of course, it's easier to parlay with lizard men than with a gelatinous cube, which is a completely impossible proposition, but even lizard men are far too removed from the human society standards to let things be decided by roleplaying alone. And once we enter the "GM fiat" territory, it can be a slipery slope if not handled correctly.
I could play the "DM is the final authority" but I feel the need to explain such things so as to make the player understand my play style. Dice are not the be all and end all of roleplaying games but neither is roleplay. Both are different faces of the same coin and both much be balanced to create a reasonable doubt in each situation. A small degree of randomness not only keeps the players guessing and situations tense but it also guarantees a certain degree of impartiality, much like a failed attack roll in AD&D can spell the difference between life and death.
Friday, April 27, 2012
The Greyhawk Campaign - Session 3
This time, two of the players couldn't make it. The party was reduced to Sidimatus (the human figher), Areth (the human ranger) and Lyrial (the elf thief). After last session, Sidimatus and Lyriel had to recover for a full week, having been viciously beaten by a band of kobolds. While at Windark Keep, they enlisted the aid of Tivor, a cleric of St. Cuthbert, and his two acolytes. They also recruited some hirelings - a band of mercenaries. Since this is the players' first time playing AD&D, the concept of hirelings and henchmen is still a strange one, being as they are used to the more traditional model of PC group alone in the adventure.
Returning to their place where they last confronted the kobolds, east of the keep, Areth tried to follow the creatures' trail. He was successful. It was a long trail that wound through the forest, until they reached a dark wooded ravine where they could see many caves on the rock walls. Lyriel and Areth approached one of the tunnels to peer inside. The mercenaries and clerics and Sidimatus kept hidden in the surrounding forest. When Areth and Lyriel returned, they discussed what to do. After some minutes of deliberation, they decided to enter the first cave on the left.
Lighting a lantern, they proceeded inside, with Lyriel and Areth leading the group, and Sidimatus among the hirelings claiming his armor wasn't any good so he wasn't going to die this time (a bit of a trauma, after last session). Tivor and his two acolytes closed the rear. It was an unfortunate decision as you shall see.
The cave was dug into the rock, cold walls of irregular stone, but the ground was smooth by the passage of many feet. They explored a few corridors until they entered a large chamber. Inside, a group of goblins awaited spears in hand. No surprise rolls were made for the creatures but the group rolled. Alas they were successful thanks to the ranger. Winning the initiative, they decided to attack. Combat was confusing with Lyriel trying to use her sling against one of the goblins and hitting one of the mercenaries instead, Sidimatus surrounded on all sides and Areth trying to protect the rest of the group. The mercenaries fought well, but then Tivor initiated a spell. No one was expecting treason but that's what happened. One of the mercenaries, started contorting, nasty gashes opening all over his body. He dropped dead.
Confused, Sidimatus tried to speak to Tivor, while fending a goblin's attack, shouting above the clang of sword and spear against shield. The cleric just cried out something about Snarga and that the adventurers' bones would be filling these caves soon. Tivor's acolytes attacked from behind against the mercenaries. In the confusion, the group tried to outmaneuver them, but the goblins still harassed them. They were lucky. They killed some of the creatures and the rest fled in fear. One of the acolytes was felled by a powerful blow but Tivor and his other follower were more than a match for them. Two of the mercenaries were already dead, when the group decided that a hasty retreat was wise.
Lyriel bolted for the exit while Areth covered her escape by blocking Tivor's way. This was unexpectedly heroic of him. It allowed for the rest of the group to leave the caverns. But the mercenaries were none too happy to see their leader (Lyriel) escape in haste, leaving them behind. Both mercenaries decided what they were being paid wasn't worth dying here, especially with such spineless leaders. They both ran, but one of them was struck by the surviving acolyte and died. Still blocking the way, Areth waited for his companions to leave and then ran out. They weren't pursued.
In the next session, they must cope with the consequences of their decisions. The surviving mercenary is not too happy and their reputation may be stained. There's a lesson to be learned: never accept the offer of a cleric if he readily agrees to help you without some sort of compensation. There is always a catch. On the bright side, Areth decided he wanted the plate mail the cleric was wearing. According to him, there was something fishy about the almost supernatural way the cleric evaded his blows (he rolled a 18 against Platemail + Shield and failed).
Lighting a lantern, they proceeded inside, with Lyriel and Areth leading the group, and Sidimatus among the hirelings claiming his armor wasn't any good so he wasn't going to die this time (a bit of a trauma, after last session). Tivor and his two acolytes closed the rear. It was an unfortunate decision as you shall see.
The cave was dug into the rock, cold walls of irregular stone, but the ground was smooth by the passage of many feet. They explored a few corridors until they entered a large chamber. Inside, a group of goblins awaited spears in hand. No surprise rolls were made for the creatures but the group rolled. Alas they were successful thanks to the ranger. Winning the initiative, they decided to attack. Combat was confusing with Lyriel trying to use her sling against one of the goblins and hitting one of the mercenaries instead, Sidimatus surrounded on all sides and Areth trying to protect the rest of the group. The mercenaries fought well, but then Tivor initiated a spell. No one was expecting treason but that's what happened. One of the mercenaries, started contorting, nasty gashes opening all over his body. He dropped dead.
Confused, Sidimatus tried to speak to Tivor, while fending a goblin's attack, shouting above the clang of sword and spear against shield. The cleric just cried out something about Snarga and that the adventurers' bones would be filling these caves soon. Tivor's acolytes attacked from behind against the mercenaries. In the confusion, the group tried to outmaneuver them, but the goblins still harassed them. They were lucky. They killed some of the creatures and the rest fled in fear. One of the acolytes was felled by a powerful blow but Tivor and his other follower were more than a match for them. Two of the mercenaries were already dead, when the group decided that a hasty retreat was wise.
Lyriel bolted for the exit while Areth covered her escape by blocking Tivor's way. This was unexpectedly heroic of him. It allowed for the rest of the group to leave the caverns. But the mercenaries were none too happy to see their leader (Lyriel) escape in haste, leaving them behind. Both mercenaries decided what they were being paid wasn't worth dying here, especially with such spineless leaders. They both ran, but one of them was struck by the surviving acolyte and died. Still blocking the way, Areth waited for his companions to leave and then ran out. They weren't pursued.
In the next session, they must cope with the consequences of their decisions. The surviving mercenary is not too happy and their reputation may be stained. There's a lesson to be learned: never accept the offer of a cleric if he readily agrees to help you without some sort of compensation. There is always a catch. On the bright side, Areth decided he wanted the plate mail the cleric was wearing. According to him, there was something fishy about the almost supernatural way the cleric evaded his blows (he rolled a 18 against Platemail + Shield and failed).
Thursday, April 26, 2012
Comment Area Changes
I apologize to all, but I'm in the process of setting up a new comment form in each post. Hopefully, this will allow everyone to comment with no problems. It is also a much more intuitive system that allows me to comment on other blogs using the same profile. If you don't see any comments right now, don't worry, I have imported them but it will take up to 24 hours to become visible again. You can post comments now. It won't disrupt the system.
Wednesday, April 25, 2012
The Dragon Magazine - Up on a Soapbox
The first article was published in issue 287 (September 2001) and the last one in issue 320 (June 2004). In them, Gary describes his experiences running and playing in the Greyhawk Campaign, mainly in Castle Greyhawk, a megadungeon than spanned several levels. These are uniformly excellent articles because they open a window to a past that most of us have almost forgotten, but also because they give us glimpses of a long-lost campaign that - to most of the old grognards - is a kind of Holy Grail, lost in a mythical time. Only elements of it have surfaced since then in different mediums. Now that Gary is deceased, these articles and a handful of other materials are the only link to the original Castle Greyhawk.
The articles themselves are not connected in any way. The author tells us about several situations that cropped up during his and Rob Kuntz's campaign. Thus, we have mainly independent accounts of various moments, involving different characters. One article describes a group's efforts to solve the riddle of "a towering block of carved stone" that radiated magic. In another, the adventures are befudled by the appearance of a mysterious man whose skin is gold encrusted with jewels (according to Gary, no group ever caught him, and it continues to be a mystery to this day). There are accounts of Robilar going solo, and how he was teleported to the other end of Oerth. One article even describes how pit traps evolved from simple pits, to pits with trapdoors and, finally, pits with spikes. Without exception, every one is a small diamond in the rough and a joy to read. I say diamond in the rough not in a derrogatory sense, but because these articles are an account filtered through the mind of the man who lived it and is trying, to the best of his abilities, to describe what was like to be a part of that game. We can only imagine how things were.
From Gary's writing, I have extrapolated several elements that I will incorporate in my own megadungeon. It is also implied that Gary and Rob played with several different groups in the same setting. Therefore, parts of the dungeon were explored by different groups. Most of the puzzles and traps were not designed in a manner consistent with real world logic or even, sometimes, any kind of logic, but prepared only to confuse the players (the aforementioned trapdoors that changed as the groups learned to bypass them and the infamous ring of contrariness). In this sense, there was a sort of duel of wits between the DM and the group, with the former creating increasingly fiendish traps and puzzles and the latter trying to "beat" the obstacles set before them. I like this sort of adversarial/collaborative duality. Let us not forget that these were different times, and gameplay has changed a lot in the interim.
Castle Greyhawk also evolved, as different groups left their marks. Creatures would be slain or move away, allowing the characters to set up camp inside. Some mysteries were never solved and the characters would move on or return to them again and again. In the end, Castle Greyhawk, like any megadungeon, was never intended to be complete cleared or solved. It was a work in progress that constantly tested the characters AND the players' wits and problem-solving capabilities.
Up on a Soapbox is highly recommended reading not only to those who are interested in the history of our hobby, and the origins of the first megadungeon, but also to those who seek inspiration for their own dungeons and settings, like me.
Labels:
article,
dnd,
dragon magazine,
greyhawk,
megadungeon,
settings
A Change of Name
I never quite liked the original blog's name to begin with (A Ludophile's D&D Corner) so it was always a tentative title until I found a better one. The new title is about an old story I heard about a group of AD&D characters who were exploring some nasty, old ruins, and they had, not surprisingly, a paladin among them.
The details are very vague but at one point the paladin died fighting a monster or by a trap. Since the character was loaded with too much treasure for anyone else to carry, and the group did not want to leave the treasure and the paladin behind, they were faced with a dilemma. Someone jokingly suggested that they put the paladin inside their bag of holding so they could manage to transport all that weight. It was never intended to be taken seriously but the idea of a dead paladin inside a bag of holding with his feet sticking out was memorable enough that the story became a private joke: whenever anyone needs a paladin, just open the bag of holding.
I felt this title was catchy enough for this blog. So, new title, same blog.
Tuesday, April 24, 2012
My Own Megadungeon
As I continue to run the Keep on the Borderlands, and I'm having a great deal of fun with it considering none of my players ever played AD&D 1st edition old-school style, I am missing something: a creation of my own. Enter the MEGADUNGEON. This is a term that was new to me, although, in retrospect, I had already read a few large dungeons even before considering playing AD&D. I own the super-module T1-4 The Temple of Elemental Evil and I have heard of others like Greyhawk Ruins, Ruins of Undermountain or the mythical original Castle Greyhawk. I read Joseph Bloch's definition of a Megadungeon on his blog and although I don't know if this is the universally accepted definition, it appeals to me.
I want a place that the group or several groups can return to time and again to explore, a place of such profound depths and complexity that it will take many adventures just to skim its surface, a place that will never be depleted of monsters, traps and puzzles to tantalize the players for months to come. To this end, I have decided to start my own megadungeon. I will start posting regularly about the creation of this new dungeon which I have yet to decide if it's set in Greyhawk or a world of my own creation. I have no title yet, only a vague notion that it should be a castle set on an island in the middle of a river (taking a cue from Gygax and his own Castle Greyhawk superimposed on a map of the U.S.A. I have decided to use a specific part of Portugal, inspired by a real castle).
Some notions about it:
- It will not have an overall plot. The plot will evolve naturally as the characters explore the dungeon and interact with its denizens. It will be whatever happens during the adventures. In other words, no preconceived results or storylines.
- It will have an overarching theme, and several parts of it will have their own thematic elements to make them distinct.
- It will have several factions living inside that will be enemies or foes depending on how the characters react to them.
- It must evolve with time. The characters' actions will impact on it and it will be a very different thing after many months of play than it was at first. However, it will never be depleted.
- It will have many levels and, using my Less Is More approach and my notions on how a dungeon should be, I will expand it little by little, with many new levels, new subareas, etc.
I think these will give me a solid basis to start this new project. I find it very exciting as it tickles my creative bone, a thing I sorely missed for a long time.
Rules By the Book
I am a by the book DM. This implies that I apply the rules as written with little deviation from their original form. This also implies a certain degree of impartiality and a lack of DM fiat to override the result of a certain dice roll in order to keep the story flowing, in other others, not to kill the characters too prematurely in order to end the story. Many will abhor the idea of letting the rules decide what happens, but to me this is an important part of DMing an AD&D game, as I see it. Is it the only true way of playing AD&D? Certainly, not. It's my way of playing AD&D. But there are certain preconceptions attached to this sort of thinking.
The first one is that I don't house rule very often. As it is, I tend to choose systems which perfectly suit my gaming style in a certain genre. It's not a blind choice. I usually read a few systems before settling with the one that I like most. This is a choice part intuitive, part based on the rules. Therefore, when I start playing with a specific system, I already know that I like it, although there are other elements that impact on whether a campaign using that system will fly or burn, not least of which is player acceptance of that system. In my 20 years of playing, I must have house rules once or twice, which speaks well about the way I approach the systems I use.
The second preconception is that if I am going to use the system I should use the most of it. If I start house ruling everything, I am deviating from the original system. If I am deviating from the original system, why am I using it? If I'm not playing AD&D anymore, why am I using the rulebooks and not my own system or any other system? Therefore, I choose carefully the system that I'm going to use before deciding on what is best for me.
I could never quite understand people who even start changing the rules BEFORE they actually sit down and play the game. No matter how well you understand a system, certain rule interactions are only made apparent at the table with real people using the rules in unforeseen ways. I've seen this time and over again: DMs who start changing numbers, values, difficulties, whatever, even before the very first session. If you have to house rule something, at least see how it works in play.
Now, is running a game by the book the antithesis of creativity? Again, to my mind, certainly not. No system is complete. No system can ever hope to cover all the situations possible in game. The players will always think of something that they want to do that is not covered by the rules. That's when the DM needs to be creative and improvise, to strike a balance between what's in the rules and what is not. To follow the rules by the book and yet to be able to see and judge beyond those rules is truly an art. Most DMs either choose to follow the rules to the exclusion of all else - even ignoring the players' whims if no rules exist for - or they choose to ignore most of the rules for the sake of history and fluidity, only in this case they are not playing the same game anymore. As for my, I walk between the two. When running AD&D I will strive use the rules as written. What about you? Are you a "by the book" DM, change the rules a lot or somewhere between the two?
The second preconception is that if I am going to use the system I should use the most of it. If I start house ruling everything, I am deviating from the original system. If I am deviating from the original system, why am I using it? If I'm not playing AD&D anymore, why am I using the rulebooks and not my own system or any other system? Therefore, I choose carefully the system that I'm going to use before deciding on what is best for me.
I could never quite understand people who even start changing the rules BEFORE they actually sit down and play the game. No matter how well you understand a system, certain rule interactions are only made apparent at the table with real people using the rules in unforeseen ways. I've seen this time and over again: DMs who start changing numbers, values, difficulties, whatever, even before the very first session. If you have to house rule something, at least see how it works in play.
Now, is running a game by the book the antithesis of creativity? Again, to my mind, certainly not. No system is complete. No system can ever hope to cover all the situations possible in game. The players will always think of something that they want to do that is not covered by the rules. That's when the DM needs to be creative and improvise, to strike a balance between what's in the rules and what is not. To follow the rules by the book and yet to be able to see and judge beyond those rules is truly an art. Most DMs either choose to follow the rules to the exclusion of all else - even ignoring the players' whims if no rules exist for - or they choose to ignore most of the rules for the sake of history and fluidity, only in this case they are not playing the same game anymore. As for my, I walk between the two. When running AD&D I will strive use the rules as written. What about you? Are you a "by the book" DM, change the rules a lot or somewhere between the two?
Friday, April 20, 2012
The Greyhawk Campaign - Sessions 1 & 2
Tomorrow I run the third session of our group's campaign set in Greyhawk. I had little time before to write about our first two sessions so I collect my thoughts on this post. We are playing the Keep on the Borderlands, set in Greyhawk, most specifically on the border of Ulek and Pomarj. The group was Edralas (half-elf fighter/magic-user), Areth (human ranger), Lyriel (elf thief), Eric (human cleric) and Shivar Vir (a human monk). I say was, because they players changed from the first to the second session, but I'm getting ahead of myself.
The group approached the gates of the Windark fort, a lonely keep, on the mountains that border Pomarj. The guards observed the group as they approached, crossbows at the ready. Someone demanded their identification and purpose. I always ask the players to introduce their characters by saying their names and describing what the others see. After introductions were made, the portcullis was slowly raised and the gate slowly lowered to bridge the gap between the road and the keep. Inside they were greeted by a rather gruff dwarf with a eye-patch and plate mail, called Gwyron, and a slim and tall human with a tunic and hood and white beard, the scribe Master Edwyn, who registered each of the character's names in a book. After handing over their weapons that are strictly forbidden inside, Gwyron warned the characters to keep on their toes as the guard wouldn't tolerate violence or crimes of any sort.
The group was directed to the local inn, The Black Rooster, owned by a cheerful fellow called Rolo. The characters were forced to accept lodgings in the common room as they were low on coins After that they explored the keep and the tavern, The Royal Retreat. Although it was a rather uncomfortable place with a low ceiling, the guards on leave were happily drinking away their hard earned pay. There were other costumers, among them a rather unsavory fellow who didn't like elves and tried to sell his sword to the group by trying to persuade them that they were better off without the Lyriel, and a merchant - Redoc - who had been attacked outside the keep by goblins. He had lost all his goods and hands, including his brother, and he was looking for people to rescue his brother. This seemed like work and the players decided to purchase equipment and explore the wilderness. Since this is a sandbox of sorts, I never once guided the players. They were free to roam however they wanted and do whatever they wanted within the confines of the area.
They picked up a few rumors on the keep, mainly about some caves of chaos where, some said, lived all manner of beasts (orcs, goblins, hobgoblins and kobolds). No one knew where the caves where as the region was too wild and the keep so undermanned that they didn't have enough men to do a thorough search. There
was also a rumor of a beautiful maiden imprisoned in the caves.
The group started their exploration from the point where the caravan had been attacked, some distance away. Eventually, they entered the surrounding forests. The ranger player wanted to follow the goblin trail but no tracks were seen so the thief player had the idea of climbing a tree and checking their surroundings. They noticed a thin column of smoke rising from the northwest. They followed it and entered a clearing with a tall oak in the center. Someone was moving inside the oak and a mountain lion was lazily sleeping on a branch. An old, haggard man confronted them, rambling about lost crops and Mielikki (whom the characters recognized as goddess of the forest). Eventually he became violent, believing the group wanted to steal his treasure and food. We had our first taste of combat but the thief played it cagey (she has only 3 hp) and decided to search the inside of the tree. Perhaps she could barter with his treasure. She eventually stole his coins but decided to return them when the group finally subdued the old hermit and released him when he was calmer. He was so incoherent that they could not find anything about their surroundings or the goblins. They decided to walk to the east in the direction of some rock outcroppings.
At this point, the monk player left for personal reason so I ruled he had been killed during the combat by the hermit, but a human fighter - Sidimatus - joined them. He literally ran into them on his way to the fort. After some brief negotiations, they decided to join forces.
The group eventually left the woods and made camp in the rock outcroppings. Night was quickly falling. They took turns on watch. A wise decision as they were attacked by a group of wandering kobolds. I previously agreed with the players that whenever they would say something would happen, it would happen. For instance, when entering a dungeon, if no one says he's drawing his weapons, then when combat occurs, he still has to drawn them. In this case, the kobolds noticed the light campfire and weren't surprise. There was a quick combat that showed the players how deadly and gritty combat can be on the lower levels. Lyriel and Sidimatus fell to the creatures' blows. Fortunately, in AD&D one doesn't die when they reach 0 hit points, so the group's cleric stabilized them until he could study his Cure Light Wounds spells and cast them (he had previously spent them during the combat with the hermit).
The group returned to the keep where they were forced to rest for a full week. So, they spent this time interacting with the locals. Sidimatus, in particular, showed a great deal of interest in the local chapel dedicated to Obhalan, god of warriors, soldiers, explorers. The player is playing his character like a sort of barbarian-like fighter with an intense curiosity in other cultures. Redoc, the merchant, was none too happy that the group had to spend so much time recovering, so he decided to seek help elsewhere. The group also met Rogobar, a scholar, who was seeking artifacts from an ancient culture that supposedly occupied the entire Pomarj peninsula and parts of the wild coast. He had a small book of notes with ancient maps of the area that the group was interested in (perhaps they could pinpoint the location of the caves of chaos using old references). Lyriel pilfered the book but then Rogobard decided to show them his notes. When he found the book missing, hilarity ensued. The group denied having stolen the book, the guards were brough in. It all ended when Lyriel disposed of the book in a corner of the room and Rogobar found it. He was confused so he suspected the characters but he had no proof. On the other hand, he was rightly confused so he he wasn't sure if the book had been stolen or lost.
Finally, the group decided to enlist the help of some locals. They learned of a like-minded cleric who was staying at the inn with his acolytes. His name his Tivor and he showed a great deal of interest in the caves of chaos. He immediately asked to join the group with his two acolytes in fighting the creatures. Thus the session ended with the players happy with their new found ally.
Finally, the group decided to enlist the help of some locals. They learned of a like-minded cleric who was staying at the inn with his acolytes. His name his Tivor and he showed a great deal of interest in the caves of chaos. He immediately asked to join the group with his two acolytes in fighting the creatures. Thus the session ended with the players happy with their new found ally.
Monday, April 16, 2012
The Dragon Magazine - Realism in D&D
A very small article in Dragon #8 (1977), penned by Brian Blume, titled Realism in D&D, caught my attention for two reasons: the first is related to the always constant demand of certain players for realism in fantasy; the second because I've seen people do what the article proposes to do albeit in a different manner. The article describes a new system to generate attributes to replace rolling the dice. Here are the two most funny examples:
"WISDOM
To determine your wisdom, calculate the average number of hours you spend playing D&D or working on your D&D Campaign in an average week. Subtract the resulting number from twenty and this is your wisdom."
Some DMs already complain that much time is spent generating stat blocks for high-level NPCs, let alone preparing scenarios. If we take their word for it, then many of us would have very low wisdom scores.
"CHARISMA
To determine charisma, count up the number of times you have appeared on TV or have had your picture printed in the newspaper. Multiply this number by two, and the result is your charisma rating."
Again, I suspect many of us would have very low charisma, particularly in the single digits. I don't spend as much time preparing the adventures, either because I'm lazy or for lack of time, so my Wisdom would be high, around 17 or 18, but my Charism would be very low, like 0 or 1 low.
I don't pretend this article to be anything other than a harmless stab at those who seek realism in their games, especially OUR own world or personal concept of realism. On the other hand, I have seen players trying to play themselves in AD&D with amusing, albeit unintentional, results, so perhaps this article will be of any use to them. Let's not hope anyone out there took this article seriously.
What do you think your wisdom and charisma attributes are? Please comment.
I don't pretend this article to be anything other than a harmless stab at those who seek realism in their games, especially OUR own world or personal concept of realism. On the other hand, I have seen players trying to play themselves in AD&D with amusing, albeit unintentional, results, so perhaps this article will be of any use to them. Let's not hope anyone out there took this article seriously.
What do you think your wisdom and charisma attributes are? Please comment.
Subscribe to:
Posts (Atom)
