A monster on the verge of eating an adventurer.

20 Quick Questions: Rules

by Ramanan Sivaranjan on May 05, 2014

Tagged: carcosa campaign mastersofcarcosa

I wrote this up some time ago for a Carcosa campaign I may never run. Brendan of Necropraxis suggested answering these questions as a way to help new players quickly get a sense of what’s up with your particular game of D&D. I haven’t ran a game since I was a little kid, but if I did it’d probably look like the sort of games I’ve been playing since I got back into old-school D&D.

  1. Ability scores generation method?

    3d6 in order, just like God intended.

  2. How are death and dying handled?

    If your hit points drop below or are equal to zero make a Save vs. Death Ray and Poison: success indicates your character is merely unconscious, completely incapacitated until they can get a full week of rest; failure indicates your character is oh-so dead. If you roll a natural 20 on your saving throw roll, your character not only survives, but is invigorated by his near death. In this case your character re-rolls their HP for the session.1

  3. What about raising the dead?

    The ancient snake-men may have had a ritual for raising the dead, though it is currently lost to the ages. Perhaps intrepid adventurers may uncover such a spell, though I am sure the costs to cast it would make death look like the better choice.

  4. How are replacement PCs handled?

    Roll up a new character and we will jam them into the game somehow. It’s handy to have henchmen for such a situation.

  5. Initiative: individual, group, or something else?

    Individual: roll a d6, high roll goes first, your dexterity score is used to break ties.

  6. Are there critical hits and fumbles? How do they work?

    Yes: a 1 is always a miss, a 20 is always a hit and you deal the maximum damage for the attack.

  7. Do I get any benefits for wearing a helmet?

    Of course: helmets shall be splintered! 10% of hits that would damage a character will be to a character’s head. If the character is wearing a well made helmet it will shatter protecting them from the blow.

  8. Can I hurt my friends if I fire into melee or do something similarly silly?

    Yes, targets would be chosen at random when firing into the fray.

  9. Will we need to run from some encounters, or will we be able to kill everything?

    You will probably want to avoid some fights.

  10. Level-draining monsters: yes or no?

    Hells no: they are the worst.

  11. Are there going to be cases where a failed save results in PC death?

    Yes, but hopefully that won’t feel stupid. What’s the point of a Save vs. Death Ray if you don’t have death rays in your game?

  12. How strictly are encumbrance & resources tracked?

    Strictly! Bust out that spreadsheet, asshole.

  13. What’s required when my PC gains a level? Training? Can it happen in the middle of an adventure, or do I have to wait for down time?

    Leveling happens during down time. There is no need for special training.

  14. What do I get experience for?

    Finding treasure, killing monsters and terrible people, freeing slaves, stopping sorcerers, exploring the wilderness and anything else I can think of.

  15. How are traps located? Description, dice rolling, or some combination?

    Description, mostly.

  16. Are retainers encouraged and how does morale work?

    Yes, the more the merrier. Morale is handled using the obscure rules hidden within OD&D. When a morale check is required roll a 2d6, adjusted by a retainers loyalty, the higher the roll the better.

  17. How do I identify magic items?

    Characters may encounter ancient magical snake-men artifacts, or the great technologies of the Primordial Ones or the Great Race. Chances are nobody in Carcosa will know what’s up.

  18. Can I buy magic items? Oh, come on: how about just potions?

    Sorry, no.

  19. Can I create magic items? When and how?

    It is possible, through some long lost terrible sorcerous ritual that’s probably not worth the trouble when you can just go hunting for laser guns.

  20. What about splitting the party?

    That never works out, right?

  1. The “Hulkamaniac” rule. 

One Page Dungeon

by Ramanan Sivaranjan on March 31, 2014

Tagged: osr contest

One Page Dungeon Flyer

The One Page Dungeon contest has been running for several years now. This year it is being organized by Mundi King, aka Random Wizard. He’s done a really great job of securing some sponsors and getting all the old contest entries online in one place. You should participate in this years contest. It looks like it’ll be the best one yet.

Review: Scenic Dunnsmouth

by Ramanan Sivaranjan on March 22, 2014

Tagged: lotfp osr

Scenic Dunnsmouth by Zzarchov Kowolski was released a couple weeks ago. It seems to have been in the works for ages now. It’s a location based adventure taking place entirely in the mysterious town of Dunnsmouth. What sets it apart from modules of yore like Village of Hommlet, The Veiled Society or Against the Cult of the Reptile God is how its town is described: it’s generated randomly. Scenic Dunnsmouth is a book about how to make an adventure in scenic Dunnsmouth.

The module is broken up into several sections that outline the town and its inhabitants. You determine the contents of the town by rolling some dice, which will indicate the homes of families and perhaps other places of note. The NPCs that inhabit the town are determined by drawing from a deck of playing cards. As such, 52 families from 4 larger extended families have been described. This section of the book was very reminiscent of Village of Hommlet. Each home is described with a little detail, always mentioning where the jewelry is hidden, where weapons might be stored, and what the various family dynamics are within the home. Unlike Hommlet, the people of Dunnsmouth are a lot more twisted and terrible on the whole. The town may have some additional special locations or people present, depending on how the dice fall. There is a lot of variety in what might turn up. It’s all creepy and weird and in line with what you would expect from a module from Lamentations of the Flame Princess. When I tried generating a random town myself it took a little over 15 minutes.

During the generation of the town each home can become corrupt in some way I will skip discussing because that might be a spoiler. (Can you spoil a randomly generated adventure?) I will say that while none of the writing in the book is particularly gory or gratuitous, I found these extra descriptions hard to read because they were grossing me out in a way I didn’t think descriptions of ████-people would. Outlines of what the resident serial killer is getting up to also move the module firmly into LotFP territory.

The book itself is quite nice, similar to the recent softcover adventures from LotFP in its presentation: perfect bound, rough matte paper, etc. The interior art is two tone: the extra colour is used really well. Jez Gordon has done a wonderful job with the art and layout of this book. I had originally thought the layout of the NPC section was a bit spartan, with one family described per page, but it actually makes looking up who is part of the town a breeze. If you have the PDF you can also just print up the pages that pertain to your town. It’d be straight forward to generate your own mini-Dunnsmouth booklet. It’s nice to see some extra thought going into how these things are laid out: they aren’t just books, they are meant to be used to game with.

Scenic Dunnsmouth is a very strong release for LotFP. Along with Forgive Us, I think it really showcases how to run an RPG game in the ‘real’ world. If you have been waiting for someone to write a really creepy Village of Hommlet look no further. (Now we just need a randomly generated creepy moat house.)

Review: Forgive Us

by Ramanan Sivaranjan on March 08, 2014

Tagged: lotfp osr

I really like Kelvin Green’s Forgive Us.1 The module is well written and looks like it’d be fun to play. The thing is, there are lots of adventures I could say that about. Almost everything LotFP puts out is well written, at the very least. In my mind what makes Forgive Us really stand out is its smart use of page layout and illustration to effectively present the adventure.

The early modules from TSR are pretty terrible when it comes to something you could use to actually run a game at a table. It’s insane how dense they are. I find them hard to read leisurely. I can’t imaging flipping through them in the middle of a gaming session.2 Lots of DMs I know re-write them to make them easier for play and to help them memorize the key parts of the adventures. Most adventures I buy today continue to ape design choices made in the 70s and 80s, by people who probably were constrained by the printing technology of the time and their own knowledge of graphic design.

Green on the other hand has clearly thought about what this adventure would look like printed in a book. There are no wasted two-page spreads. Maps for relevant sections of the adventure are presented alongside their keys. Each map is illustrated with a level of detail that lets Green avoid overly verbose room descriptions. The heavy lifting is done by the maps. That’s not to say the module is bereft of any words. There is still a fair amount of writing, but it’s more useful and interesting than tedious description. Each section of the lair is discussed at a high level, with a mix of pertinent backstory, information, and jokes.

So, all of that said, you’re probably wondering what the hell this adventure is about? Green summarizes things thusly:

Forgive Us is the main and largest adventure, and is the closest to a classic dungeon crawl. The dungeon in this case is the lair of a gang of thieves, abandoned after an unlucky encounter with mutant shape-changing monsters. Said mutant shape-changing monsters are still there when your players arrive. Although the format was inspired by the Marienburg articles in White Dwarf – back when it was good, etcetera – in terms of plot it’s more or less John Carpenter’s The Thing mixed in with John Carpenter’s Escape From New York; I hope one of your players is Kurt Russell.

Who doesn’t like the Thing? That’s a rhetorical question. The adventure is an exploratory puzzle. How you explore the lair is pretty open ended. Because much of it is locked up, part of the adventure will involve tracking down keys or breaking down doors. There aren’t too many monsters to encounter, and I think many could be avoided by smart players. The adventure feels very much at home under the LotFP umbrella.

Forgive us is the 2nd module I’ve received for participating in the LotFP crazy summer adventure kickstarter bonanza thing. Thus far I’ve been quite happy with the results. If you’re going to ship late, it helps that what you ship is really good.

  1. I should go back and look at my old reviews, because I suspect I say this about most everything I read. Whatever. This book is good. 

  2. Yes, of course you have. You are made of stronger stuff, no doubt. 

Men and Magic

by Ramanan Sivaranjan on March 04, 2014

Tagged: odnd

It’s read an RPG in public week. That’s how I live every week of my life. Nevertheless I grabbed the first booklet from my fancy Original D&D boxed set to read on the train yesterday.

I’ve read Men and Magic before, but my bootlegged PDFs don’t do an actual copy of the book justice. It’s nice to be able to read a nicely printed copy of the booklet. As I mentioned when discussing Pits & Perils, the Original D&D books are pretty charming. Here is how they describe that infamous 6th attribute, Charisma:

In addition [to its other uses] the charisma score is usable to decide such things as whether or not a witch capturing a player will turn him into a swine or keep him enchanted as a lover.

There are lots of gems like that scattered through out the book. It also has a great introduction.

These rules are as complete as possible within the limitations imposed by the space of three booklets. That is, they cover the major aspects of fantasy campaigns but still remain flexible. As with any other set of miniatures rules they are guidelines to follow in designing your own fantastic-medieval campaign. They provide the framework around which you will build a game of simplicity or tremendous complexity — your time and imagination are about the only limiting factors, and the fact that you have purchased these rules tends to indicate that there is no lack of imagination — the fascination of the game will tend to make participants find more and more time.

People often complain—rightly so, I suppose—that OD&D is incomplete. For someone like myself, who is revisiting the game knowing how to play its modern incarnations, this isn’t really that big an issue. I can fill in most holes in the game because I know how they were eventually filled in.

What is notable is that the creators of D&D were well aware that what they had published wasn’t ready to play out of the box, so to speak. There is an expectation from them that rules would be fleshed out by gaming groups. OD&D exists to help you build your own fantasy RPG.

We advise, however, that a campaign be begun slowly, following the steps outlined herein, so as to avoid becoming too bogged down with unfamiliar details at first. That way your campaign will build naturally, at the pace best suited to the referee and players, smoothing the way for all concerned. New details can be added and old “laws” altered so as to provide continually new and different situations. In addition, the players themselves will interact in such a way as to make the campaign variable and unique, and this is quite desirable.

This is also great advice on how to approach developing a long-running D&D game. There is definitely a meta-game to D&D which is all about the things you do to prepare to play D&D: drawing dungeons, making up NPCs, house rules, etc. (Games like How to Host a Dungeon take that meta-game and make it explicit.) It’s easy to get sucked into doing far more than is needed when it comes to this sort of prep work. The authors tell you upfront that you need to watch out!

I read Monsters and Treasure today. Tomorrow I’ll probably read The Underworld and Wilderness Adventures. If you haven’t read the original D&D books they are well worth checking out. I think they are by my favourite edition of the game.

Review: Pits & Perils

by Ramanan Sivaranjan on March 02, 2014

Tagged: osr odnd

James George, one of the authors of Pits & Perils, emailed me out of the blue to let me know I got a special thanks in his new book, Fear! Fire! Foes! He appreciated my enthusiasm for the game he had written along with his wife. I thought it strange that despite loving Pits & Perils like it’s no ones business, I’ve somehow managed to avoid talking about it here on my blog.

Pits & Perils is another Original Dungeons & Dragons retroclone, but one that is trying to copy the spirit of the game rather than its rules. When reading other retroclones I’m constantly trying to figure out what has been changed, often unfairly judging them on how close they can get to the game they are attempting to recreate. I find Pits & Perils quite refreshing in this regard.

Pits & Perils uses the roll of a 2d6 to resolve most situations in a game, from fighting monsters to making saving throws. The various character classes from D&D all make an appearance in this game, and are for the most part very similar to their D&D counterparts. One thing I really like in Pits & Perils is the magic system. All the magic spells in Pits and Perils have four letter names (cure, glow, pass, ruin, etc), are described with a handful of sentences, and are usable at any level. I was reminded of what Brendan at Necropraxis is doing with his spells without levels writing. The game as a whole is much simpler than Original Dungeons and Dragons, and the rules are presented in a much more straightforward fashion. I think it’d be a great game to introduce someone to RPGs with: there is just enough stuff going on, and no more.

There is something about the game I find thoroughly charming. Like Original Dungeons & Dragons there are lots of little throw away rules scattered throughout the booklet that add colour to the whole game and its implied game world. I love this entry about demons from Fear! Fire! Foes!:

“DEMONS above 10th level are individual (named) demon lords. Ambitious referees can assign names to each and have these written in books or musty old scrolls with a slight (1 in 1d6) chance of accidentally summoning them when their name is spoken aloud. A terrible fate.”

The introduction to Fear! Fire! Foes! does a great job of capturing the overall mood and goals of the game.

Many old-school games attempt to recreate a time when role-playing had already become a separate hobby (the early 1980s). Pits & Perils, on the other hand, goes back to when it was still just emerging from the historical simulations it came from. Everything we now call “old-school” owes much to the hobby’s war-gaming origins:

Historical war games emphasized movement and maneuver over special powers and abilities. In fact, most were tables of movement rates, ranges, and modifiers for achieving tactical superiority, like flanking enemies or seizing the high ground, etc. The underlying mechanics were otherwise extremely simple, often little more than “you hit on a 6.”

This was the early 1970s. Fantasy had not yet become mainstream, and inspiration was limited to the real Middle Ages, mythology, and the smattering of books, movies, and television available at the time. This lack of sophistication lent the rules an innocence missing in later, more advanced, role-playing games. It was homemade fun.

It’s interesting to compare the original three Dungeons and Dragons booklets to most everything that followed them. You can clearly see their war-game roots. So much of Original D&D isn’t even spelled out, the authors assumed you had played enough Chainmail or other war-games to know who goes first in combat or what to do about morale. With Greyhawk you see the game move in a much more modern direction: it starts to become its own things independent of the war-games that proceeded it.

Pits & Perils is such a solid piece of writing. In 74 pages you have all the rules, spells, monsters and treasure you’d need for a great campaign. It’s well worth checking out. I’m also a big fan of its first supplement, Fear! Fire! Foes!, and not just because my name is in the book! This is some good stuff, people.

Review: City by the Silt Sea

by Ramanan Sivaranjan on February 20, 2014

Tagged: darksun 2e

City by the Silt Sea

I recall really looking forward to the release of City by the Silt Sea. The cover art by Brom was pretty spectacular. I was a big fan of the Dark Sun books that revealed more about the history of the world. City by the Silt Sea is one such book, all about the ruined city of Giustenal. The city is mentioned very briefly in the original Dark Sun boxed set. This boxed set expands those few paragraphs into a campaign book, an adventure book, a monster booklet, 4 cards with useful information for the DM, and a big poster map by Diesel of Giustenal and its environs.

The campaign booklet for City by the Silt Sea opens with a brief history of the ruined city of Giustenal. I suspect the expectation is that most Dark Sun DMs have read Troy Denning’s novels, as this overview is pretty high level. The booklet expands on the story of the world revealed thus far by introducing another Sorcerer-King Dregoth who was betrayed and murdered by his fellow Sorcerer-King. Unfortunately for them he now lives under his ruined city-state as a Dragon-Lich, and is looking to have his revenge on the world. In this opening chapter we quickly learn about his rise and fall, and what he’s been up to the last 2000 or so years.

The next few sections of the campaign book detail the various places adventure can take place in and around Giustenal. Starting with a zoomed out view of the region, the book looks at nearby cities and adventure hooks to get people to Giustenal. From there the book moves on to the dangers that surround the ancient city, and what’s involved in safely making it inside. Making it into Giustenal is tricky: much of the city is under the sea of silt, and the more obvious routes in are blocked by huge tar pits. There are also a few interesting NPCs that players can befriend or battle. The ruins and dangers of the ancient city itself are covered next, including a look at a couple passageways that lead to the catacombs and ancient cities that lay under Giustenal. There are actually four cities underneath Giustenal: the Sunken city, the Goaning City, Kragmorta, and New Giustenal. Each of these places is described in turn with a brief history, followed by adventuring locations and NPCS and monsters of note. The last section of the book is a look at Dregoth and the new race of creatures he has created since becoming a dragon, the Dray. Compared to a lot of the other Dark Sun settings books I’ve read this one feels really on point.

The adventure described in the adventure book is presented in an unusual fashion. Each chapter more or less maps to a corresponding chapter in the settings book, and simply lists a series of possible encounters that would make sense in that locale. Each encounter follows the following format: there is a setup, that explains when the encounter should take place, some read aloud text to start the encounter, the details of what happens during the encounter, what the possible outcomes could be and what they mean for the PCs, and finally what the next possible encounters could be. The encounters can be played in a mixed order, skipped, etc. The adventure book is designed to facilitate players simply exploring the region in and around Giustenal. There is also an overarching quest that is barely hinted at for players and dungeon masters who are into that sort of thing.

The poster map as well as the maps inside the two books are all done by Diesel. I am a big fan of his maps. He does a really good job of illustrating the various locations outlined in the book. The remaining interior artwork is by Tom Baxa, of course. There are lots of illustrations, of varying quality.

The monster booklet and DM cards round out the boxed set. The new monsters are really par for the course for Dark Sun. Notable at the time was that Dregoth was the first Sorcerer-King with actual statistics.

After re-reading the other Dark Sun settings books last year I was getting worried that the whole line may have actually been terrible and I was just too stupid to notice. Thankfully I genuinely liked City by the Silt Sea. I would go so far as to call it good. This review was prompted by the re-release of this product as a PDF by Wizards of the Coast.

Random Dungeon

by Ramanan Sivaranjan on February 17, 2014

Tagged: osr gyagaxiandemocracy

A term I hadn’t heard before discovering the RPG scene on Google+ was “Gygaxian Democracy”. People will crowd source material for D&D games from the masses, often with much success.1 Zak Smith seems to be the best at getting people out for these sorts of activities. Most recently, he crowd sourced dungeon room descriptions. His rules were simple: 8 words or less, don’t try too hard to be clever. That’s apparently all you need to end up with lots and lots of dungeon.

As I am known to do, I turned the whole exercise into a website. It keys random dungeons. Enjoy.

  1. Unless you’ve been living under a D&D rock, you’ve no doubt already seen The Hexenbracken, The Kraal, The Colossal Wastes of Zhaar

Play Report: Empire of the Petal Throne

by Ramanan Sivaranjan on February 06, 2014

Tagged: ept odnd toronto meetup

Empire of the Petal Throne will feel familiar to anyone who has played Original Dungeons and Dragons. Some of the changes strike me as odd: the standard six stats have been renamed and are rolled up using percentile dice: that’s a lot of variability in your core stats. There are some basic skills and professions that characters begin the game knowing, and can learn as they level up. Thanks to a good die roll my character had a ton of skills: he was a sailor, a ship captain, a tailor, a sail maker, etc, etc. The standard three classes, fighter, clerics and magic-user, are all accounted for, though the later two are further tweaked to make sense within the setting of the game. I suppose that is what really makes Empire of the Petal Throne stand out: its setting, the fantasy world of Tékumel.

Tékumel was created over a life time by professor M.A.R. Barker. He began when he was 10 and it sounds like he never stopped developing his fantasy world until his death at the age of 82. Many people compare it to Tolkien’s Middle Earth in its depth and scope.

James, Brendan, Evan and myself met to play a game of Empire of the Petal Throne over the weekend. James DM’d, and as such had the unenviable task of trying to introduce the world of Tékumel to us. Our adventure began using what I am led to understand is a common conceit for gaming in Tékumel: we played a group of barbarians who had recently arrived in the great port city of Jakálla. We quickly found work evicting some some other foreigners from a tenement: not the most heroic of tasks, but we were new to the city and needed money and friends. I had rolled a 1 for my starting gold (kaitars), so my character was particularly eager to change his financial situation. With no equipment to speak of I pictured him like a character from Final Fight.

Brendan played a magic-user, and we used his characters spells to good effect. Magic in EPT works differently than OD&D. There is a chance of failure when you try and cast a spell. The starting compliment of spells is also higher. That seemed to offset the chance of failure and then some. We scouted out the home we were going to invade using some clairaudience and clairvoyance. I enjoy games with some variability in spell casting. Less reliable magic usually introduces some additional excitement into the game, and makes magic feel magical.

It was a session full of hijinks. EPT seems like it could lend itself to some ‘serious’ play, but at the end of the day you still have poor dice rolls and foolish choices to inevitably lighten the mood. We decided to bust into the tenement via roof, but we were both spotted while climbing it and nearly fell off while trying to hide. We had to punch out a kid who was acting as a look out. We threw a dead body we found on the roof onto the street to cause a distraction. (We found a dead body? Yeah, the house was clearly inhabited by a death cult.) We ended the session fighting zombies and finding a secret passage that looked to lead into the undercity—and future adventure!

I suspect Empire of the Petal Throne might be challenging to run if you aren’t familiar with the game world. Like the Forgotten Realms there is so much canonical material at the point it could be quite overwhelming. In contrast to the Forgotten Realms, Tékumel is very much its own breed of fantasy. It seems to be completely unlike the sorts of vague Tolkien inspired worlds you often find in D&D supplements and fantasy books. It’s a real shame EPT isn’t more popular. If you weren’t previously aware of Empire of the Petal Throne, you should definitely check it out.

Oh, also the book has some great art!

Review: An Adventure

by Ramanan Sivaranjan on January 20, 2014

Tagged: osr module

I picked up ██████ a few months ago from Noble Knight Games. The ███ asks that the module not be discussed online, but I bought it and that’s what I like to do: ███ isn’t the boss of me.

The idea behind ██████ is quite interesting. Each page in the book is titled with an event, and what happens when that event occurs during a game. Events are situations like, “a player lights a torch”, or “a players visit an inn.” To add some variability here, events are only activated in a particular sequence. If “a player lights a torch” is not the current trigger players can light as many as they want with no fear of reprisal. This module is all about the reprisal. Like most ███ modules ██████ is very much a ██ ██. I suspect this module was released in such a limited edition fashion to avoid █████ and █████ from the ███ ███. This book is filled with harsh unforgiving challenges. This module isn’t fair, in the least.

To call ██████ a module is a real stretch: it isn’t an adventure in any traditional sense of that word. There is no goal beyond surviving the encounters presented. There are no rewards for the characters to be found in this book. (I suppose survival is the reward.) The adventure would require some very creative play in order to come out the other end in one piece.

Looking past the specific events discussed in ██████, the general idea behind the book seems like a good way to (impartially) inject extra action into your game. Has anyone seen any other adventures or supplements similar in style?