A monster on the verge of eating an adventurer.

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?

Kickstarter Report Card III

by Ramanan Sivaranjan on January 12, 2014

Tagged: kickstarter

It’s been about a half year since my previous post about RPG crowd funding. In that time some projects I backed that were running late mailed me books; others continue to be mired in the minutia of producing their product. I’m still a fan of Kickstarter, but I try to be much more picky about what I back.

I finally received the LotFP hardcover Rules and Magic book. As noted in my review, it’s an incredibly well put together book. One of the modules from the LotFP summer adventures campaign also shipped: Vincent Baker’s Seclusium of Orphone of the Three Visions. This was originally supposed to be a 32-page softcover adventure that morphed into a 160-page hardcover book. I’m still waiting on three more modules from that summer adventure campaign, but it sounds like there is at least some forward progress on two of them. I’ve been so pleased with the books from LotFP so I don’t mind the delay. People will generally forgive long delays if the final product they receive superlative. That James Raggi has avoided a lot of the drama that surrounds late Kickstarter projects is a probably a combination of the quality of the books he puts out and the forgiving fan base he has cultivated.

I received a PDF copy of Champions of Zed and am still waiting for my copy of the book in print. I’m pretty unimpressed with the project. The author has been missing in action for most of the project. The PDF feels very amateur. (The last update on Kickstarter about sums it all up: it’s from a month ago and was about how there were some glaring errors in some tables in the PDF.) Considering how much time has passed since this project funded and how much money was raised I was expecting more from Champions of Zed. There is some nice art in between lots of so-so art. The layout of the book is terrible. Champions of Zed is the only RPG Kickstarter I regret backing.

The first print module from the Appendix N Adventure Toolkits Kickstarter arrived a couple weeks ago. There was some bonus material included in the package I received, a thank you to people who have been waiting patiently (and not so patiently) for their modules. The wait continues for many other backers. Although John did a good job getting PDF material out to backers quickly, his continued insistence that the print versions of the books would be arriving any day now for the last year and a half has really hurt his reputation as a publisher and probably soured many people on this project. The modules are nice, so it’s a shame the project is probably going to be better known for being tardy than what was actually produced.1

Dwimmermount is still late. There is not much else to say about all of that. The nerd-rage surrounding this project crossed the line to embarrassing stupidness a long time ago. Autarch have slowed down somewhat with updates on the state of things, but it’s clear this is a tough project for them to finish. To compound their problems they are also working on Domains at War, which missed its ship deadline by 4 months now. Most people have a natural tendency to underestimate the work required to complete a task. Domains at War does look very close to completion.

It’s not all doom and gloom. The Brom Kickstarter mailed me a giant art book with little fanfare. I love it. I backed three new projects, one of which looks to be well on its way to completion. I’ll be curious to see where all these projects stand in the summer.

As an aside, for an example of how to run a Kickstarter correctly check out the Cadence and Slang project. The project began in July, with an estimated ship date of October. There were no stupid stretch goals. Nick Disabato printed and shipped his book in three months, just like he said he would. It’s also a very nice book hardbound book, not something from Lulu.

# Project Funded Expected Delivery Shipped?
1 Playsets The future of social storytelling. November 2013 Feb 2014 Partially
2 Reaper Miniatures Bones II October 2013 October 2014 No
3 LotFP Hardcover Referee Book October 2013 January 2019 Partially
4 Domains at War June 2013 August 2013 Partially
5 LotFP 2013 Free RPG Day Adventure February 2013 July 2013 Partially
6 The Art of Brom October 2012 June 2013 Yes!
7 Appendix N Adventure Toolkits July 2012 July 2012 Partially
8 LotFP Summer Adventure Campaign July 2012 December 2012 Partially
9 Champions of Zed June 2012 August 2012 Partially
10 LotFP Hardcover and Adventures Project May 2012 October 2012 Yes!
11 Dwimmermount April 2012 August 2012 Hells No!
  1. I have a huge blog post about this Kickstarter and the Delving Deeper box set. I have yet to post it because I haven’t figured out if it’s actually constructive or not to do so. The internet is full of people complaining. 

The Icon of Judgement

by Ramanan Sivaranjan on January 03, 2014

Tagged: osr carcosa

The world described in Geoffrey McKinney’s Carcosa is very open ended. The Dungeon Master must extrapolate from the brief descriptions in the book what their version of Carcosa will look like. It’s a big change coming from the overly detailed TSR-era campaign settings like Dark Sun. McKinney stresses in the book and in interviews there is no canonical Carcosa.

Jeff Rients of Jeff’s Game Blog has a list of 20 questions he suggests Dungeon Masters answer. The goal is to provide players with information about their game, but avoid boring them with too much detail. These questions also provide a simple approach to world building: answering them would flesh out enough of the game world to start playing quickly. This is a simpler alternative to playing J.R.R. Tolkien when it comes to this sort of thing.

The 4th question in this list asks, “Who is the mightiest wizard in the land?” I could of course make up my own mighty wizard, but there is one described ever so slightly in Carcosa that is perfect for the role:

0614: Village of 500 Purple Men ruled by “the Icon of Judgment,” a chaotic 16th-level Sorcerer who is immune to age, infirmity, and contagion. The village has an array of impressive defenses, including several high-technology cannons and a handful of battle armored warriors. Vast riches are rumored to be stashed within the village’s vaults.

This fellow comes to us from Chris Robert, who provided the additional hex descriptions in the expanded edition of Carcosa. An immortal chaotic 16th-level sorcerer protected by a bunch of Mech Warriors? That’s what I’m talking about.

Now, I am left wondering if all Purple Men evil. Carcosa doesn’t provide any clues. Their are 13 races of men, but there is nothing particularly interesting about any of them. Besides being different spell components the races of men are all interchangeable. I’d like to make them more interesting and unique, but I’m not sure how to start just yet. Perhaps this is the sort of thing to let the players sort out.

Re-reading Carcosa confirms my initial feelings about the book: I am a huge fan. Whenever I read Carcosa I want to play some D&D.

Review: Isle of the Unknown

by Ramanan Sivaranjan on December 21, 2013

Tagged: lotfp isleoftheunknown osr

Isle of the Unknown is another campaign setting book written by Geoffrey McKinney, of Carcosa fame, published by Lamentation of the Flame Princes. Both books are similar in how they present the game world to the player: short descriptions of the regions in a wilderness map that has been sun-divided into hexes. The similarities really end there. The art and general tone of the two books is quite different. They also seem to serve contrasting purposes: Carcosa is a complete—Hah!—setting in and of itself, while Isle of the Unknown is meant to be placed within a campaign setting. It is purposefully light on details that would suggest what the larger world of the island is like. It is up to the dungeon master to decide this for themselves. The hex descriptions in Isle of the Unknown are broken down into the following categories: cities & villages, statues, magic users & clerics, monsters, and “the weird”.

0410 A rumour is spreading through this town (population 1,500) that a detachment of men-at-arms is several days late in returning. The town’s lord had sent out men to slay the horrid dragon (see hex 0409) that has plagued the town. Unfortunately, the men entered the cave in hex 0411.

The city and village descriptions are the most pedestrian. Rumour or events that have transpired in the settlement usually direct players to other (more interesting) hexes. Each description includes the population so you have a rough sense of how big the town might be. Beyond that there is little said about these villages.

0505 Each of eight 75 lb. porcupines (Armor: as leather, HD 9, Hp 32, 37, 31, 51, 41, 42, 22, 49, move 130’ [swimming only], 1d6/bite) has four poisonous asps growing from its body instead of legs. Each round a porcupine itself bites, as does one of its asps (10 points of damage, save avoids). The gaze of a porcupine drains 1 point of strength (which returns at the rate of 1 point/ hour). They can also shape-shift into swordfish, which doubles their movement rate

The monsters on the Isle of the Unknown are supposed to be evocative of the sorts of creatures found in Greek mythology: the chimera, the sphinxes, that sort of thing. To my modern eyes they feel like something silly out of Pokemon. It seems like they could have all been replaced with a series of random tables for generating chimeric creatures. (And I think if you tried you could reverse engineer such a table easily enough.) The monster illustrations are nice, but also what lend the monsters their air of Pokemon: they are bright, colourful, and cartoony. One thing very impressive about the book is that every single monster is illustrated in full colour.

1209 In the midst of a 100’ diameter circle of strangely-colored nature (bright orange stones, purple and yellow grass, red foliage, etc) stands a life-sized statue of a nude woman made of an unknown, sky blue stone. She holds a rainbow-colored harp. Anyone plucking the strings will notice that random objects (including himself) within 50’ turn other colors for nearly a minute before returning to their previous color. …

The book could be used solely as a giant random statue table. There are so many scattered about the island. Most of statues will try and kill you if you mess with them. Some provide interesting benefits, depending on your alignment or class. Other are just strange things to confound your players. Most of these statues would be right at home inside a dungeon.

1803 A perpetual spring blesses a forest of ash, cypress, fig, apple, and pear trees. The sweet perfumes of roses, columbines, daisies, and violets mingle with the odor of cinnamon and cloves. A herd of 49 milk-white cattle is kept by a young woman in a dress of pastel blue, pink, and green She is a 6th-level magic-user (Armor: none, HD 6, Hp 22, move 120’) armed with bronze spear, long sword, and dagger. If accosted, the seven bulls (Armor: as leather, HD 4, Hp 17, 7, 23, 15, 17, 24, 14, move 150’, 2d8/gore) of the herd will protect her. On the other hand, if treated with courtesy, she will magically create green moss agates (worth 10 gp each) and bestow one upon each courteous person.

The magic-user and clerics of the Isle of the Unknown all have atypical powers. They often have some small amount of treasure on their person. It is generally not a good idea to fight them. The magic-user described above would probably be friendly to the player characters, but many of the descriptions of the clerics and magic-users aren’t quite so clear. The descriptions are terse: there is a lot of leeway in how they could be used. There are full-page paintings of several of the magic-users by Jason Rainville. If there is one thing LotFP does well it’s art. There are some beautiful pieces in this book.

2405 An opulently furnished mansion overlooking the sea is the erstwhile home of a powerful enchanter. Therein stand the immobilized bodies of fifty young woman of surpassing grace and loveliness, their youth unnaturally made perpetual by the magical arts of their captor.

Finally we have some straight up weird encounters. Some, like the one above, could be fleshed out in to a whole adventure. Others are small strange situations that provide some colour. For the most part none of them really jumped out at me as zany-crazy-awesome—unlike Carcosa.

At the back of the book are a great set of indices that categorize hexes in to the types of encounters found on the island. It would have been nice for similar work to have been done for Carcosa. Being able to quickly look at where all the towns in the world is very handy. The monsters are organized by hit dice and include a smaller version of their illustration. This makes the book useful as a mini-monster manual.

As a physical book the Isle of the Unknown is incredible. Lamentations of the Flame Princess hit their stride with the release of this book and Carcosa. They have few equals when it comes to producing books. (And I am including the big publishers Wizards of the Coast and Paizo here.) There is a neurotic attention to detail in their books that I love.

Should you pick up this book? I’m not so sure. There is less that appeals to me here than in Carcosa. For a weird island of wonder the Isle of the Unknown often feels quite muted. I think that’s where it really falls down. In an attempt to make a supplement that would function in any campaign world, McKinney has produced something that often feels quite flat. It’s a much less cohesive body of work than Carcosa.

Play Report: Danger Time

by Ramanan Sivaranjan on December 09, 2013

Tagged: dangertime tpk toronto

I’ve been meeting up with a few of the players from the online game OD&D game I play in weekly1 so that we can play random D&D like games. Playing D&D online is always fun, but playing in person is still a much more enjoyable experience. Most of the games thus far have been run by Evan, who runs Game Peices

Evan made up the rules for his game, which are based around using a 2d6 dice roll to resolve most everything. It’s a strange system. There are no hit points: when you are hit you roll a saving throw (a 2d6 roll) to see if how badly hurt you are. You can spend a ‘hit die’ to add its result to your saving throw. In this way you might have a better chance of avoiding being “Eviscerated”. Thus far the game has had a bit of a meat grinder feel. I’m not sure if it is actually anymore deadly than a by-the-book game of D&D, but it seems that way because a character death feels a lot more binary. I lost my first character in the inaugural session. I lost my second character in our last session, the 3rd game we played. In fact, everyone lost their character: it was a total party kill.

There is something satisfying about a good TPK. My character had been grievously wounded something like 3-4 times during the course of the session. I was basically a walking corpse, unable to do much of anything. I couldn’t even carry my gear anymore. The whole party was in rough shape. We fought monsters we shouldn’t have fought. Were trampled by a dinosaur. Tried and failed again and again to set some giant spiders on fire. It was all a suitable build up for our final trial, fording an underground river. We tied our characters together, because we thought that would be safe. Instead, our characters and henchmen all drowned together. It was failed roll after failed roll: someone makes it across, but is pulled back into the river by someone else who is drowning. So on and so forth till we were all washed away.

It’s a good thing making a new character takes a few seconds.

  1. The Pahvelorn game has branched in to a few new games. Nick is running an LotFP game dubbed Dungeon Moon, that takes place on a moon that is completely a dungeon. Brendan has taken a break from running Pahvelorn to run something he has dubbed the Finchbox

The Art of LotFP

by Ramanan Sivaranjan on October 25, 2013

Tagged: lotfp osr yannickbouchard art

This doesn't look good for the magic-user.

This painting is by Yannick Bouchard for the new LotFP Referee book. Is there anyone else putting out RPG art of the same calibre as Lamentations of the Flame Princess? Their Tumblr is full of amazing pieces of art work. They definitely out class Wizards of the Coast, which one would hope has a much bigger budget for this sort of thing. I often feel like all the good fantasy artists get sucked up into the behemoth that is Magic: The Gathering. It’s good to see that this isn’t always the case.

James Raggi sometimes gets flack for the art work he puts in his books. Sometimes people say they are too gruesome. Or they say they are too full of nakedness. I don’t think i’ve ever heard complaints they are too boring, though.

Babysitters

by Ramanan Sivaranjan on October 15, 2013

Tagged: diy osr dnd homebrew

Rolling 3d6 to randomly determine a characters weight is probably a stupid idea. No doubt Gary Gygax included a realistic table to figure this stuff out in the 1e DMG, which I should have used instead. So it came to pass that my character in Nick’s Dungeon Moon game weighs 60 lbs. That’s pretty small. I figured my LotFP specialist would be a 10 year old chimney sweep turned adventurer. In the next session of our game the character hired a retainer. I wanted to hire a torchbearer so my character could carry a bow and arrow around, like a lost boy. I decided the person he hired would be his babysitter.


Tasked with taking care of their young stewards, babysitters are a strange breed of adventurer. Many a child has gone off in pursuit of treasure and danger, followed into the mythic underworld by their attentive babysitter. Often torchbearers and porters, the babysitter is the unsung hero of many an epic poem.

The prime requisite for a babysitter is Wisdom. They receive a 5% bonus to earned experience points if they have a wisdom score of 13-15, and a 10% bonus if they have a score of 16+.

RESTRICTIONS: Babysitters use six-sided dice (d6) to determine their hit points. They may wear nothing more protective than leather armour, and may not use a shield. They may use blunt weapons only. Saving Throws and XP progression as a Thief.

SPECIAL ABILITIES: Babysitters are hard to surprise, and so begin the game with a +1 bonus to avoid being surprised. Babysitters have a +2 to all reaction rolls. This value increases by +1 every 3 levels versus humanoids, to a maximum of +4. They ignore any penalties they may have for having a low Charisma score when making reaction rolls. Babysitters have a 2 in 6 chance of finding hidden doors and passages and in picking locks. These values increases by +1 every 4 levels.

From Searchers of the Unknown to Call to Adventure

by Ramanan Sivaranjan on September 18, 2013

Tagged: osr dnd

Just another attempt for a very minimalist D&D set of rules. Please playtest and critize. — snorri, Aug 23, 2009

Searchers of the Unknown is a role-playing game whose rules fit on a single piece of paper. I’m not really sure what the pedigree of such minimalist rule sets is, but Searchers of the Unknown probably wasn’t the first of this breed of game based on its tag line: “Another minimal way to play D&D”. That said, it seems to be the most popular. It has spawned its own sub-genre of “Searchers” minimal D&D games. The original announcement thread on ODD74 collects some of them, such as MUTANT SCAVENGERS of the RUINED EARTH, Witches of N’Kai, Re-Searchers of the Unknown, etc. What’s interesting is that the thread has chugged along for the last 4 years. Though most of the activity came in the months following the initial posting, every so often someone would jump in to share some new mini-D&D development. This week someone posted Call to Adventure, which looks to be another interesting take on a minimalist D&D game. If you find most versions of D&D too overwhelming, these minimal games might be your cup of tea.


Update 2013-09-19: Shortly after posting this I was tipped off to Lurkers of Carcosa, which are minimalist rules for play a game set in Carcosa. That Carcosa setting book basically suggests you throw away lots of the basic rules to D&D, so it lends itself well to this sort of minimalist game.