A partial map made by players in my Sunday AM D&D campaign showing the Fazren Hills and the town of Farwater.
I've been using the Rules Cyclopedia and have to say that I've been enjoying it. We're using the optional skill rules, which add a very minimal but useful layer to the game. They're built on top of the "roll-under" system familiar to most B/X players, and add depth without dominating the way the game is played.
A couple of encounters in today's game were interesting even though they didn't result in direct interaction between the PCs and monsters. We've been playing in hexcrawl style, and the PCs were heading out at the north edge of the woods; I rolled an encounter overnight and it was a dragon. The characters had cover from the trees above them, and I only gave the dragon a 10% chance of noticing them and taking interest. The dice didn't show that, so I let the dragon fly over and focused on the incredible noise of its wings as it flew by in the early morning hours.
Later, after the PCs had secured a big treasure, I rolled another encounter in the overnight. This time it came during the dwarf's shift to watch, and a couple of elves were rolled. (Of course the dwarf was up for the elves.) I had them avoiding the PCs' campfire, and it wound up being a case where neither side wanted to approach the other.
Both encounters served to give a sense of depth to the world the PCs are in. Neither was actually about them at all, but instead just things they happened across. It's a richer place because it has things totally removed from the PCs and what they're doing. Also - having a dragon in the second adventure, even just a fly-by, simply feels right in a Dungeons & Dragons game.
One resource I used was the d30 Sandbox Companion by Richard LeBlanc. It's a really nice booklet, although I'm very much tempted to roll up a week or so of weather in advance of next week's game. It's a very good system for having weather actually happen during a wilderness exploration, it's just a thing that takes a minute out of the game when you actually roll precipitation.
Between the two was a short dungeon trip with a significant treasure. It will be interesting to see if the PCs go back next week for more - and if they find out what else was in the ruin they were exploring.
Showing posts with label rules cyclopedia. Show all posts
Showing posts with label rules cyclopedia. Show all posts
Sunday, January 15, 2017
Thursday, January 12, 2017
Goblins, or Why Use Humanoids
(Note: this post contains spoilers for my Sunday morning game.)
The first time I ever played D&D, I took a piece of graph paper, sketched some rooms on it, and stuck a few goblins in them. Two players went through them, beat the goblins, got the treasure and some XP. I've enjoyed goblins ever since.
I feel like there's a particular prejudice against using default humanoids in OSR games. I think that two points from Bryce Lynch's review standards sum up the reasons why.
I've actually tried using this approach in my games for a while, and switched between humans and odd monster races (beastmen, Selenites and others) for my main monsters. But I keep going back to goblins. Why? Well, frankly I don't think a gang of bandits is necessarily a better match than a horde of goblins, and having the option to use either makes the game a bit richer. Sure, the bandits might eventually say "Stand and deliver," but I feel like they're possibly more of a cliché in my game than goblins are.
- Non-standard monsters.
- The party should not know what to expect. What are it’s attacks and weaknesses? Mystery, wonder, and fear!
- Go light on the humanoids, or even replace them with normal bandits, etc.
- If all it’s going to do is swing a sword and die then it can be a human. People can do can pretty disgusting stuff.
(As an aside, I'm not picking on Bryce; I like his reviews and I think his standards are good, I just find them a useful statement of an attitude I see in a lot of places.)
When it comes to humanoids, I think the key is to focus on a single type of monster. In my Sunday AM game, there is an influx of goblins in the Fazren Hills, so they'll be a piece of the low-level games. I don't intend for the goblins to act as a step on the cursus honorum before the PCs get to orcs and hobgoblins etc, but rather to use them as one of several factions in a larger sandbox.
For the goblins in the Fazren Hills, what the PCs will find out as the game goes on is that the goblins who are now pushing into human territories have been exiled from the Fae realm. Many of these goblins have links to that realm, and one of the things I need to work up is a chart of minor effects of this exposure – minor illusions, short-range teleportation, conjuring minor items, strange features, and so on.
I particularly want to play with this idea because I love the notion that goblins are really bogeymen, in the old fairy-tale sense. There was an element of this in the bugbear, but there's a reason that we talk about ghosts and goblins, and bugbears was a vocabulary word until Gygax decided to make each thesaurus entry into a monster.
I think a sandbox game needs strong factions, and ruling out humanoids cuts off a whole category right off the bat. The problem with most humanoids in D&D is that they're just an entry in the monster zoo, the ordered thesaurus that the PCs have to kill to get the treasure. I'd say that a good faction in an adventure or sandbox campaign has the following:
- A strong hook
- A tangible goal in the game
- Something that distinguishes them from other factions
At the end of the day, I just like goblins. But I do think they can fit into creative old school play in a way that I don't think is properly acknowledged.
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Sunday AM
Wednesday, December 28, 2016
Setting Questions: Sunday AM D&D
I'm starting a new campaign using the D&D Rules Cyclopedia that I'm calling, because of its timing, Sunday AM D&D. I want to use the 20 questions from Jeff Rients to define some of the basics of the kingdom of Pelyria.
1. What is the deal with my cleric's religion?
No one in Farwater makes platemail. The king's armorsmiths in Ardglas might be willing to do it but it would take weeks for the fabrication.
4. Who is the mightiest wizard in the land?
Fen Pal of the Yellow Cloak is reckoned the mightiest, although Genten the Merciless in his tower to the north is considered far more dangerous.
5. Who is the greatest warrior in the land?
1. What is the deal with my cleric's religion?
There are several clerical orders.
- Order of the Unconquered Sun - standard clerics, Lawful
- Order of the Bull Rampant - militant clerics, Lawful
- Defenders of the Silver Tree - nature clerics, Neutral
- Brotherhood of the Black Fist - secret order of unholy clerics, Chaotic
- Order of the Unconquered Sun - standard clerics, Lawful
- Order of the Bull Rampant - militant clerics, Lawful
- Defenders of the Silver Tree - nature clerics, Neutral
- Brotherhood of the Black Fist - secret order of unholy clerics, Chaotic
2. Where can we go to buy standard equipment?
PCs start out in the town of Farwater on the west bank of Lake Dremen. The retired adventurer Joberd operates a general store that sells most typical adventuring euqipment, although weapons other than bows and arrows have to be bought from the blacksmith Treb.
3. Where can we go to get platemail custom fitted for this monster I just befriended?
No one in Farwater makes platemail. The king's armorsmiths in Ardglas might be willing to do it but it would take weeks for the fabrication.
4. Who is the mightiest wizard in the land?
Fen Pal of the Yellow Cloak is reckoned the mightiest, although Genten the Merciless in his tower to the north is considered far more dangerous.
5. Who is the greatest warrior in the land?
Arris the Daring, a retainer to King Merik IV, is the greatest warrior. His castle in Westerlyn is home to an annual tournament that draws warriors from far and near.
6. Who is the richest person in the land?
6. Who is the richest person in the land?
Borin Lo is a powerful merchant prince with a palatial estate south of Lake Dremen.
7. Where can we go to get some magical healing?
Look for a cleric and hope you're of the right alignment. There's an Unconquered Sun monastery in the Fazren Hills.
8. Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath?
As with #7 above. Several of these can also be cured by powerful wizards. Again: good luck.
9. Is there a magic guild my MU belongs to or that I can join in order to get more spells?
Magic-users are under the tutelage of a mentor until 4th level, and gain spells from them (as per Rules Cyclopedia). After that, they may go to Ardglass and attempt to pass the tests to join the Arcane College. There are practical and knowledge tests. If the MU passes, they get access to the College's library and higher-level spells, although there are very strict regulations on spells above 6th level. If they fail, they have to continue as hedge-wizards and fetch spells as they may from lost spellbooks and discovered scrolls. Many of these get up to 9th level and join the Alchemists' Guild.
Elves are of course different; after 4th level they need to perform a quest for the King of Elfland in order to gain access to their family spellbook, an heirloom passed down among generations. Sharing spells from this book with outsiders would be unthinkable.
10. Where can I find an alchemist, sage or other expert NPC?
Magic-users are under the tutelage of a mentor until 4th level, and gain spells from them (as per Rules Cyclopedia). After that, they may go to Ardglass and attempt to pass the tests to join the Arcane College. There are practical and knowledge tests. If the MU passes, they get access to the College's library and higher-level spells, although there are very strict regulations on spells above 6th level. If they fail, they have to continue as hedge-wizards and fetch spells as they may from lost spellbooks and discovered scrolls. Many of these get up to 9th level and join the Alchemists' Guild.
Elves are of course different; after 4th level they need to perform a quest for the King of Elfland in order to gain access to their family spellbook, an heirloom passed down among generations. Sharing spells from this book with outsiders would be unthinkable.
10. Where can I find an alchemist, sage or other expert NPC?
Ardglas, although some itinerant experts will pass through places like Farwater.
11. Where can I hire mercenaries?
If you go south to Valnesse, there are usually mercenary companies working there. They will hire men out at fairly normal rates.
12. Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?
Casting spells within Ardglas is strictly regulated. In most of Pelyria, casting spells is frowned upon but not illegal.
13. Which way to the nearest tavern?
There are several dockside bars in Farwater, notably the Old Salt, which has a rather hard reputation. The Sign of the Hippogriff is a decent place to grab an ale and you're not likely to get into a rumble. If you can snag an invitation, Zell Lefa hosts the best parties in town.
14. What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?
Currently there is something of an influx of goblins making the roads unsafe at night. But if you want to become famous, there is word of a dragon in the Fazren Hills.
15. Are there any wars brewing I could go fight?
The border with Valnesse was never stable to begin with, and that only got worse in Valnesse's recent civil war. Dorram Arel pressed an ancient claim on a border province and the conflict there has been back-and-forth for over a year.
16. How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
No. Aside from tournaments, horse racing is the phenomenon in Pelyria. (And there is a lot to be made on gambling.) Gladiatorial combat would be considered barbaric.
17. Are there any secret societies with sinister agendas I could join and/or fight?
The Brotherhood of the Black Fist definitely qualifies. There is also the Decanari, a secretive group of criminal organizations that has a generally bad attitude about things.
18. What is there to eat around here?
Farwater, being a lakeside town, eats a lot of fish. Mainly trout and catfish. The staple grains are barley and wheat, eaten either as porridge or as coarse brown bread. During the growing season, carrots and peas and onions are frequent additions. Pickled carrots are eaten throughout the winter. Fruits are quotidian - apples and pears and grapes.
19. Any legendary lost treasures I could be looking for?
There are ruins from the Acradian Empire that have ancient treasure.
20. Where is the nearest dragon or other monster with Type H treasure?
There's a dragon in the Fazren Hills.
Tuesday, July 2, 2013
Rules Cyclopedia - Now in PDF
The D&D Rules Cyclopedia is available from D&D Classics as a PDF for $9.99, which seems to be an indication that the rulebook will not be getting the "premium hardcover" treatment from Wizards of the Coast. Still, it's encouraging that the book is back in circulation.
The RC had the distinction of being the first book to put all of Dungeons & Dragons into a single hardcover, collecting most of the B-E-C-M rulebooks into a single volume and adding some variants of its own. I think a big part of the love for it comes from the fact that it manages to be complete in one book and reflects the rules a lot of people (yours truly included) started off with. It also has the odd distinction of having all the interior illustrations done by Terry Dykstra, who also illustrated the 1991 beginner's boxed set. Much of the art is recycled between the two.
RC D&D is, in a way, a daunting prospect. Without mitigating the lethality of low-level B/X D&D in the slightest, the RC offers 36 levels, with multiple shifts between play models dating all the way back to OD&D. It preserves the "endgame" in a serious way, working in mass combat rules that we used in several occasions in my AD&D 2e days. Opinions differ widely on the weapon mastery and skill rules, but personally I think the "prestige" classes (added in the Companion set) were one of the best additions. But the levels are the biggest challenge. Even at a level every few sessions it's hard to imagine getting all the way up to level 36 with a full party; it's much more of a retinue-type of adventure.
It's funny to see how relatively conservative the D&D game was between 1974 and 1991. Rules stick around in the RC that are totally familiar from OD&D, although sometimes with modifications. The wandering monster check, for instance, is up to once per two turns; the secret door rules are exactly the same. Listening rolls are little different. There are some more rules, but it would be fully recognizable if handed to someone who hadn't seen a book printed since 1974.
The other thing I like about the RC is how much character its monster list has. Skimming through it again, it has many of the iconic D&D monsters, and many that are peculiar to the "basic" line (giant weasel, thoul, fire beetle, living statue), but at the same time some is just odd like the mek or the hydrax. There's just enough here to keep players on their toes while in totally familiar ground, which seems to be the trend in the Rules Cyclopedia.
With the RC back in circulation, albeit electronically, I think there's a chance for some quality gaming. You just have to wonder - did WotC stop from reprinting it because with a printed Rules Cyclopedia, there's really no need for a "D&D Next"?
The RC had the distinction of being the first book to put all of Dungeons & Dragons into a single hardcover, collecting most of the B-E-C-M rulebooks into a single volume and adding some variants of its own. I think a big part of the love for it comes from the fact that it manages to be complete in one book and reflects the rules a lot of people (yours truly included) started off with. It also has the odd distinction of having all the interior illustrations done by Terry Dykstra, who also illustrated the 1991 beginner's boxed set. Much of the art is recycled between the two.
RC D&D is, in a way, a daunting prospect. Without mitigating the lethality of low-level B/X D&D in the slightest, the RC offers 36 levels, with multiple shifts between play models dating all the way back to OD&D. It preserves the "endgame" in a serious way, working in mass combat rules that we used in several occasions in my AD&D 2e days. Opinions differ widely on the weapon mastery and skill rules, but personally I think the "prestige" classes (added in the Companion set) were one of the best additions. But the levels are the biggest challenge. Even at a level every few sessions it's hard to imagine getting all the way up to level 36 with a full party; it's much more of a retinue-type of adventure.
It's funny to see how relatively conservative the D&D game was between 1974 and 1991. Rules stick around in the RC that are totally familiar from OD&D, although sometimes with modifications. The wandering monster check, for instance, is up to once per two turns; the secret door rules are exactly the same. Listening rolls are little different. There are some more rules, but it would be fully recognizable if handed to someone who hadn't seen a book printed since 1974.
The other thing I like about the RC is how much character its monster list has. Skimming through it again, it has many of the iconic D&D monsters, and many that are peculiar to the "basic" line (giant weasel, thoul, fire beetle, living statue), but at the same time some is just odd like the mek or the hydrax. There's just enough here to keep players on their toes while in totally familiar ground, which seems to be the trend in the Rules Cyclopedia.
With the RC back in circulation, albeit electronically, I think there's a chance for some quality gaming. You just have to wonder - did WotC stop from reprinting it because with a printed Rules Cyclopedia, there's really no need for a "D&D Next"?
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