Category Archives: RPGs

Day 13 M is for Maps

April 15, 2014
April 15, 2014

Maps are a valuable tool in RPGs. They can be maps of a world and its continents, geography, political divisions, and dungeons. Or for a science fiction RPG can be a map of the star sector and the planets round there that players explore.

The most iconic map is the dungeon map as made famous by D&D.

Usually, the dungeon map is a map of the place the characters will explore. Usually, only the DM ever gets to see the dungeon map. The players may or may not have to map the dungeon, depending on how the DM wants to do things. If the dungeon is mapped, one player is designated the mapper and must draw a map from the verbal description of the DM. Most often this is done using graph paper.

Other types of maps analogous to the dungeon, might be above ground ruins, or a cave complex, or an adventure in a town or city.

Players may only get a glimpse of the world map in a D&D setting, but in a science fiction setting, they can look out the window and see the planet, or access a map easily enough.

In a fantasy RPG a treasure map is the best kind of map, assuming the player’s can read it and find the treasure to which it points. If they find the location, is the treasure still there?

Day 12 L is for Limits

April 14, 2014
April 14, 2014

I find it hardest to limit myself in preparing a campaign. I get so wrapped up in searching online for ideas for tables for different situations and ideas for maps and encounters and adventures and general and specific world building, that I don’t get the smallest part done, a prepared adventure/dungeon/sandbox for the players to get started.

The advent of the internet and access to world wide RPG players and there ideas is a gold mine of ideas. There are just too many ideas to choose just one.

A GM must force themselves to focus and limit their development of the game to what is most needed by the players. If the adventures and monsters are planned and prepared for the area the players are in currently, then expand and add all the bells and whistles.

Time for preparation is limited, so one must limit their research and focus on the parts that require immediate attention for play.

Day 11 K is for Kobolds

April 12, 2014
April 12, 2014

Kobolds are iconic D&D creatures. They are intelligent but weak, and are typically encountered by starting characters to work their way up to bigger and badder monsters.

Kobolds are creatures from Germanic mythology and have been equated with goblins, or other mythological creatures.

In D&D terms there are lizard like humanoids. Some DM’s make them organized to the point of being a great challenge to even the toughest player characters.

One very famous group of koblods, Tucker’s Kobolds, were discussed in an edition of Dragon Magazine.

Day 10 J is for Jerk

April 11, 2014
April 11, 2014

Jerks are a common theme in RPGs. Whether the DM is a jerk or a given player is a jerk, can ruin a session or a game. If the DM is always a jerk, he will have a hard time finding and keeping players. If a player is a jerk, he will have a hard time finding a DM and group of players that will put up with him.

Back in the old days, it was usually the nerds getting away from the jocks who were jerks, but there were some players who could fill that role all to well.

Within role playing, a character or NPC can be a jerk. It adds to the realism when the NPC with information is a jerk and you have to play “that game” as you role play the interaction between the player character(s) and NPC(s).

May all the jerks in your life only be in the context of role playing and all in having fun; and not the kind that suck the joy out of life.

Day 9 I is for Impatience

April 10, 2014
April 10, 2014

Being patient while the next game session rolls around can be a challenge. As a player, I want to dive in and go full bore into what the GM has prepared for us.

As a DM I need patience waiting for the players to find some really cool idea I have planned out. I don’t railroad the players, so if they never find it, my desire for them to find it and seeing their reaction to it goes unfulfilled.

There are just too many cool ideas out there, it is hard for any DM to get enough players in enough groups and manage it all to have any hope of all the cool ideas being found.

This is why it is good advice to only prepare enough to give the players a choice in the direction they go and what they do. If the players decide to go in a certain direction/focus, they may never get to something you put a lot of effort into.

Day 8 H is for Half-Elf

April 9, 2014
April 9, 2014

Half-elves were rare in Tolkien’s world. Unlike D&D half-elves, in Tolkien’s world they had to choose between being an elf or a human. If they chose to be elves, they had the same immortality as any other elf. Elrond and his brother were the first with this choice. Elrond chose to be an elf. His brother, Elros, chose to be human, although with triple or more the normal human lifespan. Elros led to the Kings of Numenor and later of Gondor and Arnor. Most people know the later tale of Aragorn and Arwen, if not from the books from the Hollywood take on it in the Lord of the Rings movies.

In D&D, half-elves are not described this way. I don’t know if it was D&D or something else that gave rise to the idea that elves have pointy ears. They are obviously much more common in D&D than in Tolkien’s world, and also have about three times the lifespan as humans. They have some of the advantages of elves and are often the best choice for getting the most options out of a character in AD&D. My favorite and longest played character, Griswald, is a half-elf with slightly above average ability scores, but not exceptional. His highest ability is a 14. He is a Fighter/Cleric/Magic-User which lets him wear armor, heal himself and others, and do great damage to enemies. Such a character also takes more time to prepare spells at his level, and there is a lot of information to keep straight, so such a character is hard to play without having built up to that over time. I know that as a DM I could run an NPC with similar abilities without too much trouble, but a DM who has never played such a character will miss out on a lot of the possibilities.

Day 7 G is for Giant

April 8, 2014
April 8, 2014

Giants can be quite the interesting foe for adventurers. Hill giants can be the “weak” introduction of characters to giants, and their lower intelligence can give players the edge they need to beat them.

As a player I have run into them in a few situations, and can see all sorts of possibilities for using them as DM.

I love how my brother, Robert does Hill Giants, big and dumb and out for loot. They have a big club and a big sack. If you encounter them they say, “Aw’rite, what ya got? Weer here ta loot ya.” My attempt to convey this via text falls far short. I need to get recordings of him saying such things.

Dragonslayer

I just finished watching the 1981 movie, Dragonslayer.

I liked it when I saw it back in ’81, and each time since. It has been several years since I last saw it. I forgot how cheesy the music is at the end. It reminds me of Lost In Space, the series, not the movie.

As with back in the theater way back when, I still see a d8 when I look at the amulet/phylactery. Did any other gamers clue in on that? I know I’m not the only one as my brother and the friends we went with back then all noticed it.

If you haven’t seen it, rent it or if you have NetFlix, you can watch it online.

 

Day 6 F is for Fireball

April 7, 2014
April 7, 2014

In the AD&D rules, a fireball is a 40′ diameter sphere, which is 33,000 cubic feet. My longest played character, Griswald, got quite good at throwing them underground in what we called dungeon wars.

Under the castle evil was detected and the king order the lower dungeons sealed. When a few scullery maids disappeared, Griswald was tasked with finding out what happened.

Orcs, and many others were found. Griswald could not mount enough force on his own to dislodge them. It turns out there was an old tunnel in the hills that lead to the depths of the caverns under the castle.

Griswald mapped out the one level of the dungeon and knew where he could throw a fireball and have it not affect his troops. In all his casting, he only miscalculated once and only one friendly troop was injured a 5th level captain hireling, who ended up with a scar from his helmet failing it’s save and melting. Thankfully, that hireling is still a loyal member of the team.

The problem with using a fireball when it got so bad that the large number of incoming orcs and other baddies were defeating the available troops, is that all the wooden doors would be destroyed and Griswald’s forces would have to rush to put in new doors. Finally, Griswald was able to get some help from all the other high level characters in the campaign and we pushed on to the caverns below. Caverns so huge that a fireball could easily only affect the enemy. In my brother’s game, he has a Battlemagic Fireball which does the same 1d6 damage per level, but it is triple the volume. These caverns were so big, the player wizard that had that could throw those.

We then found a temple to Orcus and desecrated it. Orcus doesn’t like us. Not good when he is at least aware of your activities, let alone your name and address.

Dungeon wars came to an end when there was a great earthquake that hit the kingdom and effected such a large area that not only did the castle fall into the caverns below, but the orcs on the borders were weakened enough that Griswald was able to push a few smaller orc tribes out of his ducal patrimony that was overrun and abandoned in a civil war decades before his birth. Lots of fireballs were involved with winning and keeping that.

Fireballs, destroying enemies and causing friendly fire incidents for centuries.

Day 5 E is for Elves

April 5, 2014
April 5, 2014

Elves in D&D are not Tolkien Elves. They are a slight mix of Tolkien, but also ideas from other books and mythology. Tolkien’s elves were tall, usually taller than men. They were powerful. They are likened to angels. An elf lord in Tolkien’s world was someone you did not want to meet in battle.

In D&D, they are short with pointy ears. They have a long life-span, but can’t gain the power as counted in levels of experience, while humans have no limit. This is in AD&D 1st edition. I believe that 2nd edition removed that limit. Some explain this that elves are on the decline and humans are rising. This is a concept from Tolkien. I don’t like the limit. An elf may have a millennium plus lifespan, but it gets more difficult to advance in levels the higher you go. Adventuring is dangerous. After a while elves would retire from adventuring and spend their time building their territory, or studying magic and making items. Without elves of sufficient level to make items, where do all the magical elvish items come from?