Category Archives: RPGs

AD&D With A First Time DM

I have mentioned a few times on this blog that I play in a weekly Wednesday night AD&D game on Roll20. We played session 96 last week, and session 97 next week. The 2nd anniversary of the campaign will be the same week we hit session 100!

Antony, the only remaining player, besides myself, still around and active since session 1, ran his first session of AD&D. He also played a few sessions in one of my Metamorphosis Alpha Roll20 groups, before things went on hiatus after Thanksgiving.

He shares his thoughts on a YouTube video on his gaming channel, +ManicInsomniac. His channel is mostly about play throughs of computer games. It’s not my thing, but if you’re interested, there it is.

Antony joined the Roll20 game in which we are both players as a new player. I had no idea from the way he played that he had never played a table top RPG.

Similarly, when he ran his first session as a DM, had I not known it was his first session, I would never have known it. There were some Roll20 hiccups and some things that seem to come up every first session of a new campaign. He left us wanting more, and we are looking to next Sunday.

Antony was kind in saying that one of the players, he could only mean me, had been playing about as long as he has been alive. I actually think it is closer to a decade before he was born, if I recall his age correctly. lol

We gave advice on planning, etc. and he took all the advice he asked for to heart. He put a lot of time into it, and found that we did try to do the things he had not planned on, and did not do some of the things he was ready for.

Antony ran a sandbox style game. He gave us a job to start, but what we did with that job, and how we acted following the job, helped him to practice thinking on his feet.

This is what the game is about. Attract new players get them involved and show them how it can be done. Antony has stepped up to the next level or play to be a GM. It is so cool that I had a small role to play in that!

Yes – that’s his map above. What a lot of skill! I think Antony has the skill to publish his own modules and doing his own maps, if that caught his interest.

More Variation on Magic Items

The last two days I wrote posts on magic dishes here and here.

This got me to thinking about ways to mix up magic items so that they are not the same rods, staves, wands, rings, scrolls, or expected miscellaneous items as listed in the DMG or other resource.

You roll up a ring of invisibility, but what else might it be besides a ring? How to decide?

You can make up a table and roll (Go ahead, I’ll wait while you make a table….)

Oh, good, you’re back.

Another way to do it is when sitting at your desk or table or other location prepping for the next session, or at some other time between sessions and prep time, look for an ordinary every day item. What might it be? If you keep your work area spartan, you may have few choices. If like me, you best efforts to minimize falter when things get busy, you might have a wealth of things to choose from. Letter opener, paper clip, business cards, pen, pencil, eraser, coffee cup, index card, scissors, ruler, flashlight, battery, eraser, etc.

Go to your junk drawer in the kitchen and see what unexpected thing is in there.

Generating ideas doesn’t have to come from rolling dice or struggling to come up with yet another idea to round out your table to roll up something.

What is the weirdest thing your locker mate in high school ever had in the locker?

What object(s) did your grandparents or in-laws have that stood out until you got used to them? They might be the item you think of if you imagine being inside their house.

Go to a flea market or swap meet and make a list of all the things that catch your imagination.

A meat grinder that plays Danse Macabe and animates d12 skeletons once per day.

A feather duster that causes a gust of wind once per day.

A frying pan that is +2 vs. all who rob or invade the home.

A cutting board that functions as a lid to a portable hole. You can fit a lot of scraps in there….

A piece of furniture that functions as a portal to another world….

CAT 5 cord of strangulation or tripping.

I need to remember to keep a list of things I see that are ordinary but would make an interesting magic item. I made a list in Evernote, since I use it for all kinds of other lists.

Page Number Notation For Spells

I read somewhere a good suggestion to not the page number of spells for each spell a spell casting character uses.

In AD&D, to save space, the magic-user spells refer to the earlier cleric or druid spells of the same name. Plus, the DMG has more information on some spells for the DM to consider when ruling on spell effects, etc.

I’m playing a magic-user in the first session of a new DM’s campaign, and decided to write down the page numbers. Then I realized I needed notation for spells of the same or similar name on an earlier page, and then recalled the DMG pages for some spells.

Being a player that is also a DM, I thought of the simplest way to do this would be Spell Name p. ##&##/##. For example, the first level magic user spell, Charm Person, would be p. 65&55/44. The magic user spell is on page 65, and refers back to the druid spell Charm Person or Mammal on p. 55, and the DMG p. 44 has a blurb on it.

Read Magic is a spell that is unique to magic users and there is no mention of it in the spell section of the DMG, so the notation is p.68/0.

The question is whether I can remember the notation when it comes to play time.

I have the PDF’s of all the manuals, so I will copy and paste the descriptions so that I’m all set. If I mislay a printout or file, as long as I have my character sheet, I’ll have the exact page number all set.

I think I’ll need more than one session of play to know how well it works.

Multiple spells and spell level tracking could do with simplification.

More Magic Dishes

Yesterday, I wrote about magic dishes that neutralize poison.

Today, I present a list of different abilities sets of magic dishes might have.

  • Neutralize Poison -Cursed will poison those who use them
  • Neutralize Disease* – Cursed will Cause Disease
  • Healing – from cure light wounds to total healing and regeneration.
  • Self Cleaning Dishes – Either wipe/scrape clean, or they grow legs and take themselves to the wash bin. (Think sorcerer’s apprentice….)
  • Information Dishes – Dishes with various information gathering qualities. Clairaudience, clarivoyance, ESP, telepathy, etc. that allows the owner of the dishes to learn something from the guests using the dishes.
  • Transmutation Dishes – The next person to eat an identical meal off the same dishes takes on the appearance of the prior person. This will last until they eat another identical meal from the same dishes. Imagine the problem of a broken or missing dish!
  • Polymoph Dishes – These dishes will polymorph those who eat off them into the creature or object in the artwork on the dishes.
  • Raise Dead – Not useful for the dead, but a way to deal with the undead. Only helpful if the undead eats from the dishes. Only undead that eat can be affected.
  • Destruction – Death, slay living, finger of death, power word kill, disintegrate, etc. Whoever eats or drinks from these dishes….
  • Teleportation – Matching sets of dishes that teleport you to the location of the twinned set. Some sets have a third (or extra set) that one carries and allows to go to any of the others in the set.
    Special variation allows teleporting within a chain of dishes. Some chains require a one way flow, that is, one can only go forward or back one set in the chain. Other chains allow going to the location of any dish in the set, however, if the name, location, or other keyed descriptor is not named when the pre-teleport feeling comes on, the location is random.
    Obviously, the dishes must be taken to the desired location, via normal travel, or other means.
    Pre-Teleport Feeling: Euphoria, Nausea, Itching, Sneezing, Flatulence, Blindness, Hot, Cold, flashes of light, super abundance of floaters in the eyes, etc.
    NOTE: Sets lost on the bottom of the sea, or in a dragon’s lair could prove interesting.
  • Abilities – Those who eat from them gain one point of the specified ability. This could be the primary ability of the class, a specified ability, or a random ability. The same set only works once on an individual.
  • Wishes – Very rare, just another way to store wishes. Requires eating off the set and making a wish. The number of wishes will be finite.
  • Permanency – Makes the next spell a spell caster does permanent, if it makes sense.  This will allow a finite number of such castings.
  • Nystul’s Magic Aura – Introduce a set and this can be the next set your players find.
  • Ability/Class Stealing/Swapping – Eating the same meal from the same plate as the prior person will allow stealing from them or trading your abilities with theirs.  A powerful wizard who knows someone else is more intelligent might steal or swap intelligence wit them. An assassin who really needs to do well in a job, swaps classes with someone. What to do with the other? You can’t kill them if you want their class back?
  • Body Switching/Mind Swapping – A la Freaky Friday, Star Trek, etc. A mad wizard might have all the guests switch minds with others, perhaps switching with the last group who ate off the plates, who are originals passed from one unsuspecting group of travelers to the next. Are the bodies of the originals still alive? What of all the other minds and bodies? Just what will happen and how will the complex mix up ever be straightened out? This smells like a DCC module…..
  • Animated Dishes – Dishes run amok with a food fight. Without the correct magic word, or some other defined circumstance, the diners cannot eat in peace. The dish ran away with the spoon…. For example, if you do not say something outlandish, as cued by the host saying something like, “I have pink fluffy underwear with unicorns on it.” The guests must say something equally outlandish or their dishes will fight them for their meal. If multiple guests fail to say something outlandish, their table service will “war” with each other, or band together to gang up on their respective diners. The mischief starts slowly and builds up.

*Special note on dishes that cure disease, there is a variation that requires the next person to use the dishes to take on the disease. The intent is that a monk or other immune to disease eat to “re-set” the dishes to be used again. A rare variety would require someone to eat off them within a set time or a plague of that disease breaks out.

Any effect that one can imagine can be in magic dishes from benign to horrific. Any magic item from the DMG or other source could have its properties mirrored in a set of dishes, or any other less than usual device. It doesn’t have to be a full set of dishes. It could be only he plates, goblets, or spoons.

Different religions might have their own special chalices, patens, or other special dishes for some of the more powerful/ritual magic.

Healing someone of lycanthropy requires eating the ashes of a hard to obtain plant or tree bark, etc. but must be eaten off a special plate that cannot leave the walls of the temple where it is housed.

Where to go from here? Take any innocuous, every day item and transform it into a magic item. A chamber pot that heals all who rub its sides would be a well disguised item for that purpose. Make an item as far removed from its magical purpose to hide it even more.

Speaking of chamber pots – one that teleports or disintegrates waste, or purifies water from liquid waste would be interesting…. Where does teleported waste go?

 

Magic Item(s) – Table Service

This set of dishes and flatware, which could be china dishes, crystal glasses, and silverware, or each of the same out of other fine materials, defeats poison.

Such sets were developed in an era when intrigue and murder combined.

Glasses and bowls neutralize poison and purify water. Some change all liquids to water, while other sets only neutralize poison(s) in the wine.

Food placed on the plates would lose any poisonous effect. Rancid meat would have any foul disease causing bacteria neutralized, but the meat would not become a wholesome affair.

These place setting vary in number from a single setting, to a matched set for any number of places.

More elaborate sets even have cooking vessels to neutralize poison, but that is just an extra precaution.

Less fancy cooking vessels were issued to troops in barracks or on the march. These mostly prevented disease, but also prevented poisoning or drugging by the enemy. Usually, only the officer’s mess had a table service of such magic.

The crunchy bits:

I won’t lay out great detail on the mechanics aspect, but suggest a couple different routes for handling it.

A full set of table service, dishes, cups, utensils, etc. would neutralize poison. The dweomer requires the presence of all pieces for full efficacy. Add +1 for each piece present for the meal for less than a full set. For poisons with no save, it allows a save.

Lesser/Major:  A lesser set will only be maximally effective with all pieces for a setting present. A Major set would neutralize all poison and disease to be served on or in any piece.

[Edit: The next two posts I made delve further into this theme: More Magic Dishes and More Variations On Magic Items.]

OSR Is Good/OSR Is Bad

I saw some headlines that indicate there’s another argument on the internet about the OSR. Again?

To which I present this little “poem”.

OSR is Good, OSR is Bad

OSR is Happy, OSR is Sad

OSR is Joy, OSR is Mad

OSR is Fun, OSR is Glad

OSR is three little letters that don’t give a flying #$%^# if you like them or not.

If you like OSR, tomorrow will come.

If you don’t like OSR, tomorrow will come.

If everyone agrees with what is the OSR, tomorrow will come.

If no one agrees with what is the OSR, tomorrow will come.

I don’t get why some people live to stir the pot, kick the anthill, mountain climb molehills, and pick arguments when they have thin skin and long toes.

Games are supposed to be fun.

If you aren’t having fun, you’re doing it wrong.

Translated Wrong

Today, over at OSR Today, for Table Tuesday, they had a table about being translated into another existence.

When I read the title, I was expecting something about language translation.

It got me to thinking, so I came up with the following:

How close did the language “expert” get their facts? Was it a rush job? Are they not as skilled as they claim? Is the translator under the thumb of someone opposed to the party? Any reason you can think of for something to be wrong.

  1. Direction wrong. Varies from exact opposite direction, to slightly off, such as North-North-West instead of North West.
  2. Structure/Location wrong. Instead of a castle it is a hovel, instead of a dungeon it is a cave.
  3. Size wrong. Instead of a huge ancient red dragon, it is a young adult dragon. Instead of a hill, it’s a mountain, or a mountain range.
  4. Color wrong. The evil wizard wears blue robes instead of black robes.
  5. Name wrong. The name of a person, place, or thing is off just a little. Jan instead of Jane, vial instead of vile or viol (I played with a guy in high school who rarely grasped the difference.), H2S04 instead of H20, etc.
  6. Wrong race. Hobgoblins instead of goblins, ogres instead of pixies, make it good. Wyverns instead of dragons, etc.
  7. Wrong alignment. The person who has the information they need is of a different alignment. Perhaps it is the big bad himself, as yet undiscovered by the players, and only the big bad knows how he can be stopped.
  8. Wrong generation. They need Junior, and not the decrepit Senior. Or they need the skilled senior, and not the ineffective Junior.
  9. Wrong map. The translation might be spot on, but the translator either goofs and give you the wrong map, or is of ill intent and gives them a map to a very bad place.
  10. Scope wrong. Numbers are involved and they are a few orders of magnitude in the wrong direction. The fabulously huge treasure of gold and jewels, is a big sack of copper coins and some cheap garnets. Or the small patrol is actually an army.
  11. Language wrong. The translator is confused by a similar script of a branch language, but various vowel and verb form changes have any translation with the translator’s knowledge being wrong about everything.
  12. The next map the player’s find already has a translation on it that they can read, but it is wrong in one or more of the above points.

I think this is an interesting idea, and I’ll see about adding to it in the future.

FINALLY! – But Not Quite

The first three volumes of Original D&D are now back on sale from WotC via DMs Guild/RPGNow/DriveThruRPG.

These are based on the re-prints in the special wooden box collector’s edition that came out a few years ago. Thus they have new covers and the WotC logo instead of the TSR logo. WotC can’t use the TSR logo, since they let the TSR trademark lapse, allowing for the new TSR to be born a few years ago.

The cover artwork is cool. It is also much sharper than the originals, so not quite the same feel. I don’t know why they changed the cover artwork, but not all the interior artwork. It could be due to the arrangements with the cover artists, or just WotC wanting to mix it up a bit to make it their own thing.

It’s better than nothing, and what I have been hoping for for a long time, but I still wait for all the supplemental volumes. I hope those are forthcoming soon!

Is Chainmail part of the possible PDF’s that WotC might offer in PDF? I seem to recall that was available before they pulled the plug several years back. I had already spent too much money getting PDF’s of all of the AD&D manuals that were available then, so missed out when they got pulled.

Much cheaper than trying to get the originals rules in physical form, other than getting the PDF’s and printing them yourself. I’ve collected a few of the original volumes, and it’s not cheap.

EDIT – in 2015 WotC released the PDFs for OD&D and Chainmail in 2016.

Article on Largest Funded Kickstarter in Europe – AND It Failed

I just read an interesting article on the largest funded Kickstarter in Europe. It also failed as the company over promised, and under delivered, and has now filed bankruptcy. It is for the Zano a palm-sized drone.

Especially interesting is the section towards the end of the article that take Kickstarter to task on being a better platform for weeding out the dubious and helping the over funded to be a success. Best of all, Kickstarter paid for this article, and did not have the option to suggest changes. They only got to see it before it was published.

I find this interesting based on the RPG/OSR experience with some well known bad Kickstarters, several by the same individual.

At the end of the article is a TL/DR section with the main points. The author defends the great detail as a service to those who lost money on the never delivered product.

Anyone interested in running their own Kickstarter or other crowd funding drive can learn a lot from this article.

Thanks to +Chgowiz for his G+ post on this article.

+Tenkar may find this of interest in his ongoing reviews of Kickstarters as they affect the OSR.

Review – Day Trippers Game Masters Guide

This is a follow up post to my review of the Day Tripper’s Core Rules.

I was invited to review the entire system after my review of the Planet Generator guide. There are two other generators for Locations and Lifeforms from the GM Guide that are available on DTRPG/RPGNow. If you have the GM Guide, you don’t need to purchase these stand alone generators. My review of the GM Guide will be much shorter than the review of the Core Rules. I’m sure many will appreciate that.

Setting The Tone:

The GM Guide begins with a discussions of surreal and surrealism, and then goes into a discussion of it in science fiction and then RPGs. This might be eye glazing fodder for some. While a good presentation of the subject, I am not entirely sure it is warranted. We know that dreams and the chao are possible slip types, so many may find it a long winded way to say “weird”.

“Appendix N” Material:

There is a long list of resources for inspiration. The selection deals with “alternate realities, multiple dimensions, subjective worlds, bizarre lifeforms, surreal space adventures, and time travel.

This list is limited to one page and helps give flavor. There are things I’ve never read, some I have heard of. Thanks for making my read/watch list longer. There aren’t enough hours in the day to read all that I want to read, or watch all that I want to watch. (I’m the only with that problem, right?)

Other movies/TV shows I thought of are “The Fly” (original or remake), “Incredible Shrinking Man/Woman”, “InnerSpace”, adn TV shows: “Seven Days”, “Land of the Giants”, “Lost In Space”, and many others. As with other RPGs, almost anything can be an inspiration, even your weird dreams.

Details:

As expected, the GM Guide fleshes out things from the Core Rules. For example, NPCs get a whole page here instead of a paragraph in the Core Rules.

There are examples of how play proceeds, and 16 pages at the end that walk through generating your own adventure using the generators and forms provided.

Generators:

56 of the 120 pages are dedicated to 12 generators: Missions, Stars, Planets, Locations, Lifeforms, Societies, Drama, Character, Alternate Earth, Dream World, Multiversal Chao, and Time Travel.

Most, if not all of these generators can be used in other RPGs of any genre. As with all generators used in prepping to play, they are suggestive, and are a means to help you think of things to mix it up so each adventure is different.

You already know what I think about the planet generator.

The cool thing about these generators is how flexible they are. Many of them require two rolls, one using 1 to 3 d6’s to determine the general nature of the particular table, and another d6 for the sub-item in that category on the chart.

The parallel earth generator walks you figuring out what is different and when it happened, and how likely the characters are to figure it out, or how they might figure it out.

Page 88 has a cool flow chart to determine when to use a given generator in the course of developing a mission.

Questions:

From my review of the Core Rules, there are two questions for which I was looking for answers in the GM Guide:

  1. What happens to players that fail to return in 24 hours?
    Here’s a link to a G+ thread where my review is highlighted by the game developer. He mentions that the results of exceeding 24 hours is meant to be determined by each GM. In his game it creates an alternate reality, and they are “gone” from the original. What happens if a player isn’t there that session? The party would be split up.
    Rescue missions are discussed and they involve time travel to go to where the lost people are and insert them into the time stream in this reality a moment before the rescue ship leaves. It also mentions changed time lines/new alternate universes created, etc.
  2. Are the action/combat charts in one handy section of the GM Guide
    The charts are not in one location in the GM guide. I did find on the DayTrippers website that they have a GM screen.

Free PDFs – Follow Up:

All the forms that are available for free on DTRPG/RPGNow that I mentioned in my Core Rules review are in the GM Guide. However, the players hand out is not. I would recommend it be in the PDF so that the GM has everything in one place. The Traveller conversion PDF is not in there either, but that is not critical in my mind, since it is a special case for a single game.

In addition to including the free PDFs there is an Adventure Sketch Sheet to hold the bare facts about an adventure.

What I Like:

All the awesome generators! These generators do a great job of giving ideas, and would be helpful for developing one’s own generators, perhaps with more options.

There are 6 sample missions, examples of NPCs, a walk through of building a mission, all designed to help the GM prepare for game play, or figure it out on the fly.

The sandbox style of play is promoted by suggesting preparing outlines of missions, since the idea is that characters and other NPC’s are in the business of doing missions. Also developing NPC’s ahead of time for use as needed. The nice thing about he majority of NPC’s is that they have stats of 1, so you don’t need to write down all their stats, just the ones that are not one.

In addition to the generators, there are drama templates that guide the GM in preparing the mission/adventure. These templates include what kind of locations, gear, and NPC’s are needed to help you cover all the bases. This would be a handy tool for those new to running games. My only caution is to avoid a railroad, just as these rules do.

The advice in the GM Guide is if the players don’t notice your clues or pick up on them, it is a sign that you are doing it wrong. That is, you need to describe them better, give them an idea of why they should notice them, etc.

What I’d Like to See:

The only thing I can think to add, is that all RPG’s should have a section to clarify what types of dice they require. In the Core Rules 1 or more d6’s are mentioned. However, on page 35 of the GM Guide for node type determination, it mentions the possibility of using 2d4. I am OK with that, but this is the only place in both manuals that I am aware of that mentions anything besides using d6’s. As with most players of RPG’s I have dice to cover almost any situation, and even dice for which I don’t have the particular RPG they go with, but have them anyway. Since it is only in the GM Guide, it won’t impact players, but a heads up before then for this one-time suggestion for a scenario to use d4’s would be helpful.

Conclusion:

I’d buy this just for the generators. $12 for 12 generators is a good price if you are looking for that sort of thing.

I could run this game. I would want to play a game as a player first, or watch it played (see YouTube Video below). I’ll watch these videos later.

The mechanics are interesting and simple. There’s no guess work or fumbling with the manuals to see if you hit/succeeded. Until you get the hang of it, you might want the suggested results when something more than straight up success or failure happens. You’ll need the Core Rules handy for that.

The GM Guide is$12 on DTRGP/RPGNow.

There is also a GM Bundle that includes the GM Guide and the Core Rules for $25.98 (save $5 from purchasing individually) at DTRPG/RPGNow.

So far, there are two modules for DayTrippers available on DTRPG/RPGNow. I have not read them, so don’t know specifics. One of them is refenced in the GM Guide to illustrate the use of the Runsheet.

DayTrippers has its own website with other PDFs and forums.

I found two YouTube videos on topic. One is an interview with Tod Foley at Legends of Tabletop, and the other is actual play GMed by Tod Foley. I plan to watch them later.