Monday, April 30, 2012

Your Default Setting


Lately I've been thinking I'd like to build a default setting for simple gaming.  We have a ton of kids in the neighborhood, and summer is fast approaching - the time when my son usually pesters non-stop to fire up another kid's game for the summer.  Since the adult game has featured a few weeks of Cthulhu (no kids allowed in that one), the cries for a kid's game have intensified.

Kids approach fantasy gaming with a different set of eyes.  They're not burnt out on fantasy tropes - this is the first time they're encountering "high fantasy", unless they've read The Hobbit or seen The Lord of the Rings movies.  I don't event think the grade school kids in the neighborhood learn medieval or ancient history these days until junior high or later.

So I've been thinking about sketching a simplistic setting as the go-to place for pick-up games and kid's games.  It'd be friendly to the tropes and stereotypes of medieval history and fantasy, and home to a simple megadungeon.  When I sang out my Ode to Karameikos a little while ago, I rediscovered how simple and classic is that place, and figured it was time to have my own default home brew setting.

I'm still working on The Black City, but that place is strange (a little too weird and horrible for the neighborhood kids), and The Colonial Hexcrawl is super interesting, but perhaps too rarified a taste (and also filled with horror).  My reading list for it is great fun, however.

I've been orating The Once and Future King for my oldest son (10), and was thinking a chivalric setting that mashes TH White with The King of Elfland's Daughter and Three Hearts and Three Lions would make for a classically themed default setting, great for a kid's game.

The idea has generated a couple of quick questions for readers - One, do you have a default home brew you've written that you return to again and again in between other games, and what's it like?  Two - what are your thoughts on getting kids involved, go with a classic fantasy approach, or would you pull out the stops and mix ray guns, robots, and orcs in a sci-fantasy mash up or similar fantasy niche?

Sunday, April 29, 2012

Where's the BX Love, WOTC?



I saw more rumors and announcements this week of WOTC reprints.  The AD&D 1st Edition books are being reprinted, there's a new version of the boardgame Dungeon!, and rumors that a reprint of 3.5 might be coming this fall.  Where's the love for the classic Basic and Expert books, WOTC?

Arguably the widest played retro-clone is Labyrinth Lord, a game that tracks very closely to those original BX red and blue books.  The well-regarded retro clones, LOTFP Weird Fantasy Roleplaying, and Adventurer Conquer King are essentially refined interpretations of the BX rules set (or the BECMI edit, if you're feeling pedantic).

I would love to see either the BX books or the BECMI books collected into a hardcover for reprinting.  Maybe even the D&D Rules Cyclopedia, although to be fair, I didn't like TSR's layout and art styles in the early 90's as much as the older styles.  We need that Erol Otus interior art and covers.

I've seen posts through the years that the classic D&D boxes were far and away the best selling versions of D&D because they were in mass market, box stores, and translated into various international languages.  (Frank Mentzer has frequently pointed that out on the boards).

The argument for reprinting them:  they're the best selling versions of D&D of all time, they're already optimized for introducing new gamers and kids (ie, building the hobby), and they're the darlings of the OSR retro clone movement.  What's the hold up, WOTC?

Seems like a good time for a new poll - posted to the right.  Which edition of D&D would you like to see reprinted?  Maybe this is the beginning of a period of "reprint madness" and we'll even see hard-to-find modules and supplements put into large collections or omnibuses.  One can hope.

Friday, April 27, 2012

SCD Game 1: An Arm and a Leg



We started our episodic Trail of Cthulhu game last weekend, called "Welcome to the SCD".  One of the regulars had to miss, we also had a new guy, so here was the crew:

Cast of Characters:

Detective Snyder, officer in the SCD (police detective):  Smitty
Father Vinny, trained psychiatrist and church exorcist (clergy):  Mike
O'Grady, burglar turned SCD informant (criminal):  Adam
Trevor, professional occult debunker (dilettante):  Keyser

Here’s as good a blurb for the adventure kick-off as any:

"We've got a report of a patrol officer being lifted into the air and ripped to pieces by an invisible monster in downtown, in broad daylight.  Snyder, why don't you take someone over to the morgue and check it out.  They've got a witness down at the precinct giving a statement - the gas station attendant.  Make sure you test him for booze.  If he checks out, it sounds like we might have a case."

The SCD - Special Crimes Division - is a sub-department in the NYPD that investigates crimes that are either weird, sensational, or involve the occult; the scant number of detectives consigned to the SCD are expected to work anonymously and keep the weird stuff out of the newspaper.  As such, they get to bring in a lot of contractors, and Snyder likes to work with the priest and O'Grady, and the occult expert, Trevor.  That's how the players justified the make-up of their group.

I'm not sure how I want to approach game recaps for Cthulhu… investigative games require research, facts, interviews, etc, and usually revolve around a big reveal, that moment when the players connect the dots.  It seems like a lot of work to do it in detail, and a recap still wouldn't do justice to the table top experience.  I think I'll try to quickly move through the facts each week, and just focus on one or two key scenes.

Snyder gathered his team, and the group performed the following actions:  interviewed the gas station attendant, visited the morgue, the gas station, performed some lab work on an unidentifiable botanical substance, visited the Columbia U library, spoke with dispatch, and ultimately found themselves driving out to the Jerome Park neighborhood in the North Bronx, armed with the following facts:  the dead cop, Weidner, was torn to bits in broad daylight and exsanguinated by an unknown assailant.  He had an unidentifiable plant-based hallucinogen in his system.  His last call was a neighborhood check in the Bronx to calm down a worried teenager.  Apparently, she thought she saw a dead arm flop out of a package being hauled into the house by the neighbor across the street, and called the police.

When Snyder pulled off of Grand Avenue into the neighborhood, a pair of gangster started up their sedan and drove off - O'Grady identified  one of them as Hammerfist Dempsey, an enforcer who works for a small time loan shark in Harlem, Fat Lips Louie.  Snyder let them drive off, and the group interviewed the mom, son, and babysitter that lived across the street from the suspicious Mister Corbitt.  Regarding the gangsters, O'Grady figured he could get in to see Fat Lips sometime later anyway, but they did wonder why a loan shark would be after Corbitt.

Barring the babysitter's tale, Corbitt had a sterling reputation in the neighborhood.  When they learned that Corbitt ran an import business, and often brought in rare orchids and tropical plants for his extensive green house, they saw a connection with the hallucinogen found in the dead cop, and decided to visit Corbitt's place.  Corbitt wasn't home.

Corbitt had spectacular flower beds and gardens, and his reputation as a green thumb was well-earned; the greenhouse door was open.  Trevor stayed back to peer into the house, and thought he saw something through a window - an odd glimpse of a leg or foot leaving a room backwards.

O'Grady went around to the other side and peered in another window - and shouted in fright.  Staring back at him through the window was a disembodied woman's head; attached to the sides of the head, where the ears should be, where a pair of hairy man arms, holding up the head like legs.  Sticking out the back of the head was a backwards woman's leg, with the knee sticking up and the foot facing back.  The head swayed back and forth, screeching at him through the glass, balancing on the tripod of arms and a leg, until it launched itself back into the house hopping like a freakish toad or startled cat.

O'Grady convinced Snyder there was a creepy thing in the house, they jimmied the lock to the back door, and Snyder entered, with his revolver drawn.  The head-thing scampered into the kitchen, and Snyder blasted it in the skull, "killing" it.  Green ichor dripped down the wall behind the twitching collection of ill-matched parts.

Snyder had O'Grady roll up the remains of the scampering thing in Corbitt's table cloth, so they could throw it in the trunk.  "Evidence".  Snyder thought he heard a noise in the basement, and after reflecting on the hopping woman's head, decided he didn't want to know what Corbitt might have in his basement, at least not yet.  They threw the head in the trunk and waited at the car to see if Corbitt came home that night so he could be brought in for questioning.

Corbitt returned home shortly after dark, and the cops were waiting for him.  He went quietly to the station with Snyder and Father Vinnie, and seemed genuinely surprised to hear there was mischief in the neighborhood and he was a suspect.  Either that, or he was a sociopathic liar and fooled them with his kindly old gardener act.  Corbitt was taken down town without incident, and left in a holding cell at the station after some cursory questioning.  Snyder went back out to the house where Trevor and O'Grady were left watching the place.

They sat in the darkened yard, watching the creepy house without any lights on, and kept wondering if maybe they should check out the greenhouse, or poke around the house.  Finally O'Grady had a flash of insight, and decided to break into Corbitt's trunk.  There was a pair of galoshes, heavy rubber gloves and a dripping burlap roll… inside the burlap were body parts, a human heart, a liver, and the severed leg of a child.  It was wrapped in disposal plastic from one of the city's poorer hospitals, Polyclinic over on the west side.

We stopped there, after Snyder and Vinnie got back out to the house.  They decided it wouldn't be a horror game if they didn't venture into the creepy house and greenhouse in the dead of night (bravo, fellows), and decided they could leave Corbitt overnight in the station as a "person of interest".  (No Miranda rights in the 1930's.)

The group is thinking that Corbitt cut a deal with the mobsters to get access to body parts for his gruesome experiments, and that's why a loan shark is after him.  They learned from the neighbor that he lost his wife and unborn child years ago during her pregnancy, so they're expecting to see a surgical laboratory in the basement where Corbitt is working on building a new wife, Herbert West style.  Tune in next week.

Wednesday, April 25, 2012

The Spreaders - a Menace for the Colonial Hexcrawl


I've had a busy couple of weeks at work, so blogging is taking a bit of a back seat.  However, we got the Trail of Cthulhu game started last weekend (a report is forthcoming); I've managed to get in some reading for the Colonial Hex Crawl idea; I'm still plugging away on the Black City, currently mapping and detailing The Black City's Tower of Pain.  All fun stuff.

This creature, the Spreaders, gives me great hope in the potential of the Colonial Hex Crawl.  They're dismissed as a rumor, a child's tale to scare hunters and trappers into avoiding pristine campgrounds while plying the waterways in the rich forests of western New York.  There are stretches of river and shorelines that have an evil reputation, and woe to the foreigner who ignores the warnings of a native guide or dismisses Indian tales out of hand.

The Spreaders are small faeries that emerge from their subterranean burrows at night to drag off unwary trespassers.  In concert, a number of these diminutive sprites can cast a powerful sleep spell, ensuring that no sentry or guards disturbs them as they trundle off a victim into the night.  When the victim finally awakens from their enchanted sleep, they'll discover they've been spread eagled on the ground, their arms and legs firmly bound with vines.  Sticks are wedged to keep each finger splayed, the legs spread apart, eyes propped open with twigs, and mouth wedged apart with wood.  It's quite likely a search party would walk right past a victim, covered in dirt and leaves (but for the eyes), or hidden in a bramble, unable to make a sound or move.

Victims that stumble into the spreader's domain usually do so at the end of a long day of river travel, making camp at a tempting spot just as dusk settles over the river.  Had they performed a more detailed search before dark, they might have discovered a nearby hollow filled with the cast off belongings of previous victims; the rotting remains of canoes and boats stretching back years and decades molder into rot where the Spreaders carried and hid them.  Here and there in the nearby woods are skulls and bones of past victims that unwisely camped near these dark faeries.  And below ground, deep in their diminutive tunnels and warrens, the Spreaders wait for the next evening.

The Spreaders - Malicious Forest Sprites
AC as chain, MV 6, HD 1/2, Atk 1 spell, see below, ML 7, AL C, No appearing (3-18)

Every 5 Spreaders acting together can cast a sleep spell once per day that induces a deep, magical slumber.  10 Spreaders can carry a sleeping victim off into the nearby forest and "spread" them in a secluded spot to die alone.  Abandoned victims lose a point of temporary wisdom per hour due to horror (minimum score 3) and die in 2-3 days from exposure and thirst.

The spreaders don't collect treasure, but the nearby woods usually have a spot where the belongings and canoes of previous victims are dragged and hidden, so there might be incidental treasure in the canoe graveyard.

*The art is from the Fiend Folio (the Forlarren, by Russ Nicholson). The spreaders are from an Abenaki ghost story retold in When the Chenoo Howls, a collection of eastern Native American monster tales.  For children.

Monday, April 23, 2012

Looking for Orcs in All the Wrong Places


I've been thinking about wilderness procedures and the issue around the 15 minute wilderness day.  Here's the quick recap if you didn't read the other post:  wilderness encounters tend to be infrequent, often days apart, so powerful groups can "go nova" and destroy the encounters by blowing all their Vancian magic and then rest, very similar to the 15-minute adventuring day.  It's especially problematic if the wilderness encounters are "balanced for level".

With that in mind, a simple approach is to use wilderness charts where "anything goes" similar to what you see in AD&D.  It doesn’t avoid the 15 minute wilderness day per se, but does lead to encounters where even a veteran group is going to have to think quickly and do something other than wade in swinging each time.  For example, the AD&D wilderness encounter for orcs is 30-300.  (-C posted examples at his place how those original wilderness tables could lead to some challenging encounters:  The wild wilderness).

What about this idea I have that wilderness encounters are spaced too far apart, always allowing rest and recovery?

I decided to step through the travel procedures for a few of the D&D versions I use to see how the systems differ.  There are striking differences.  For purposes of the examples, let's say the group is traversing a large forest - a trip of 30 miles, which should take a few days.  I tend to use 6 mile hexes, a BX standard.  The group is hoping to run into some orcs while they cross, so I included the default chance of meeting orcs using just the standard tables, too.

AD&D
In AD&D, a group can move through a forest at 10 miles a day, so it will take 3 days to cross.  In AD&D, there are 6 encounter checks per day, but each check is only a 1 in 10 (assuming this is the wilds).

Math isn't a strong suit for me, but I'm thinking that 6 checks at 10% gives a 47% chance each day of at least one encounter happening - so the group should meet something every other day.  More specifically, there's a 35% chance of one encounter, 10% of two, and 1% or lower of 3 or more encounters.  But this something that's important - an unlucky group in AD&D could run into a string of encounters each day of travel!

The other thing about AD&D is the chance of getting lost per day is 70%.  That's massive.  Without a guide or following a river or trail, the AD&D party will take longer than 3 days to make it across the forest.

The chance of actually running into some orcs using the standard tables is low - only 5% for meeting humanoids, and then a 20% of rolling orcs on the humanoid table, seems to be 1% or so.  Gah, I wish I paid attention in statistics.  You'd think a gamer should know probability.

BX D&D
Our BX party moves 12 miles a day through the forest (fairly close to the AD&D rate).  They should clear the forest in 2.5 days, assuming they don't get lost like the AD&D group.  The chance of getting lost in BX without a trail or guide is 33% per day, so they have a much better chance at clearing the forest quickly.  There's only one encounter roll per day, and it's a simple 33% chance.  I think that means a 55% chance of an encounter every two days or so - so the group has a good chance of making it through without a single encounter, and there's no multiple encounters a day unless the DM house rules it.

The chance of actually meeting orcs is also pretty low - 1/8 followed by 1/12 (compared to AD&D's 1/20 followed by 1/5).

ACKS
ACKS is influenced heavily by the BX style of D&D with refinements; it uses uses a 33% encounter chance for forest, just like BX.  However, the encounter chance is rolled per hex, not per day; our party travels 12 miles a day, clearing 2 hexes, so there's two encounter chances a day - a 55% chance of at least one encounter each day, and a slim chance of two encounters per day (also making the "15 minutes wilderness day" a risky proposition).  ACKS using the same chance of running into orcs as BX - 1/8 and then 1/12.  The ACKS procedures for getting lost are a bit different, since ACKS has a lightweight proficiency system; the default chance in woods is around 30%, fairly similar to its BX roots, but having a woodsman with navigator proficiency knocks it down to 10% chance of getting lost.

The Orc Encounter
How about if the group actually does meet some orcs in the forest?  How many is the group meeting?

In AD&D, the Monster Manual calls for 30-300 orcs (3d10 x10, I'm guessing) putting an average number somewhere near 165.  There's a 35% chance they're in the lair, which means there would be females, young, and various lair monsters there, too.

A BX wilderness encounter with orcs is only 10-60 (1d6 x10) - an average of 35 - and no differentiation between a lair or not.  In ACKS, the monster encounters express a hierarchy between dungeon encounters and dungeon lairs, and wilderness encounters and lairs.  The smallest orc unit is a gang (2d4 members, average of 5) and a wilderness encounter is a war band of 2d6 gangs (lets say 7 gangs, meaning around 35 orcs).  This is right in line with BX.  However, ACKS went back to including "percent in lair" language like the original monster manual, so the orcs are 35% in lair like in AD&D; this bumps the number up to include 1d10 war bands in the lair, making an ACKS orc lair encounter at around 190 orcs.  The ACKS lair encounter also includes the females, young, and lair monsters like AD&D.

Hope this brief survey is interesting to people - it was useful for me.  Going back to my original "problem", the 15 minute adventuring day, here are my conclusions:

The default wilderness tables in AD&D (and the ACKS clone) are plenty dangerous, but the humanoid encounters in the BX tables likely won't challenge a mid-level party.  In addition, the encounter frequency in BX supports a single encounter a day, unless the DM house rules something like "blood in the water" where a loud combat encounter triggers another check.  On the other hand, both ACKS and AD&D provide the chance for multiple encounters per day, dialing up the risk and challenging the 15 minute wilderness day.

It's clear the situations I noticed the 15 minute wilderness day happened because I was using straight BX encounter chances as written, or running The Lost Caverns of Tsojcanth, where wilderness encounters are intentionally paced far enough apart to allow players to go nova without a risk.  Running the wilderness AD&D or ACKS style should eliminate the issue.

Here's a follow up question - if you play AD&D, how closely do you adhere to the AD&D rules on getting lost?  70% chance of getting lost per hex seems to imply a significant amount of backtracking and remapping!

One tool that's been very successful for me was coming up with aids to help me identify the local terrain and what the party is doing at the moment an encounter occurs - some tables I put together back in December get frequent use during our hex crawls:  Too Busy Looking at the Map to Notice the Monsters.

Thursday, April 19, 2012

Dracula Meets Cthulhu


"You play Conan, I play Gandalf.  We team up to fight Dracula."*

D&D is a kitchen sink game - the core books and monster manuals are an eclectic mix of genres, mythologies, cultures, and legends that create a generic fantasy soup where anything goes.  The Cthulhu genre has a different aesthetic - man is alone in a hostile cosmos inhabited by inimical alien beings.

It always seemed a bit odd to me that the Call of Cthulhu book had stats for vampires, werewolves, and ghosts, supernatural monsters from the gothic tradition.  Traditional monsters never seemed to fit into the alien cosmos implied by Lovecraft's mythology.

On the other hand, a few tales cross genres; Dreams in the Witch House features a "satanic" witch, driven off by a crucifix, and rites to the Black Man (a persona of the devil).  It's an odd tale for Lovecraft; explicit references to Christianity or Judeo-Christian mythology are conspicuously absent throughout Lovecraft.

One of my upcoming books I'll be looking at is Shadows Over Filmland, the collection of Trail of Cthulhu stories that take the gothic monsters of 1930's Hollywood movies and presents short scenarios featuring them, each with a Lovecraftian twist that attempts to blend traditional (romantic) gothic horror with the Mythos.

That seems to be a common approach for inclusion  - allow the "traditional" monsters but give them an origin or explanation that ultimately aligns with the Cthulhu Mythos or eldritch sorcery.  These days, I also find myself putting more traditional monsters in Cthulhu games, but developing my own explanation for them.

There's a big problem with overthinking it, a trap I often fall into - the trap of explanation, the trap of classification.  Monsters don't need explanations or justifications; they just exist.  The players don't need to know where they come from, and it's usually better if they don't. Our need to classify and explain and have a "grand unified model" undermines the sense of wonder and terror.  Keep it WEIRD.  I need to come up with a pithy motto along those lines, tape it to my monitor when I'm writing.

Anyway - today's woolgathering was inspired by a more articulate post over at Ephemera on mixing demons into a Cthulhu game; (Hauntings the Final World). Ephemera is an intermittent blog that features excellent ideas for Bookhounds of London (for Trail of Cthulhu).

*The immortal description of everything awesome about D&D, from Jeff's place.

Tuesday, April 17, 2012

The 15 Minute Wilderness Day


I'll be upfront in this post - I don't have the answers today, just pointing out what I've experienced as issues, and hoping to get a sense from experienced DM's if they see the same thing as a problem, what they do about it, and so on.

Here's the problem statement:  The infrequency of wilderness encounters means that a party can unload all or most of their expendable resources against each encounter; it turns every wilderness encounter into a 15 minute adventuring day.

I really saw this problem when we dabbled in 4E, because there were these uber "daily powers" and players would dump their dailies against wilderness encounters while traveling.  I didn't play a ton of 3E, but I know 3E moved away from random encounters.  In our current 1E game, the group is mid-level (levels 6-7) and the magic users and clerics have serious firepower.  They can brute force most encounters, knowing that hit points will quickly be restored through magical healing, and the mages can dump magic missiles and lightning bolts with little risk.

The referee has a couple of levers and dials to adjust the pace of wilderness adventuring:

  • The frequency of wilderness encounter checks
  • The probability of wilderness encounter checks
  • The difficulty of the encounters


Let me cite a recent example of failure - the Lost Caverns of Tsojcanth.  The wilderness trek could be an exciting part of that adventure, but the encounters are a) staggered to each occur a few days apart, and b) set around the same challenge level of the party.  The result is that a group can go "super nova" on each encounter, and the encounters are basically speed bumps and time killers.  S4 Tsojcanth was originally a tournament adventure, so perhaps that's why the wilderness piece is crappy - either it was bolted on later, just for publication, or the wilderness encounters were just meant to delay groups before reaching the main structure.

Coming up with an effective approach to managing encounters in the hex crawl is a fundamental requirement.  Wilderness encounter tables are "implied setting" - they should not be overlooked.  It seems terribly important to me to get them right.  Tosjcanth is a fail.

Anyway, this is what I'm thinking about right now in the D&D space.   I don't know that anyone has done a survey on how the frequency and probability of encounters has changed over time, but it's an interesting subject to me.  Default classic had a 1d6 check per day, with a 4-6 indicating an encounter when out in the barren wilds; there were lower chances in settled areas.  The Rules Cyclopedia added a 1d12 check while camped or overnight.  ACKS has a random encounter check occur for each new 6 mile hex.

Think of the variability in the types of encounters, too - there's a big difference between tables that include mundane encounters (like peasants) versus only monstrous encounters.  Consider also the variability in difficulty; running into a weak group of goblins in one encounter, and then fleeing a wandering giant the next encounter, creates a much different experience than having most encounters in the same difficulty range.

I'm going to shift around the books and do some research.  I have a high opinion of the ACKS effort, their conclusions have seemed rational so far, so I'm curious to see how their approach to wilderness checks compares to the editions.  The ACKS hardcover just arrived, and I can research in a brand spanking new hardcover.  Behold the glory:

New books make for a happy Monday

I love me some shark-headed giant centipedes