Category Archives: RPGs

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?

Day 4 D is for Dwarves, Dungeons, and Dragons

April 4, 2013
April 4, 2013

 

I cold not limit myself to a single D, topic. I had three I had ideas to comment about, and didn’t want to wait for next year.

Dwarves are my favorite race. I don’t often play them. I read a fantasy novel in the 80’s. I won’t name the novel to avoid spoilers for those who might not have read it. I REALLY hate spoilers. One of the major characters was a dwarf. I identified with this dwarf and the author killed him off. The author did a good job of making me care for this dwarf, and I was mad that he had killed off my favorite character.

That experience may be part of it, but another part is that dwarves are limited and can’t be magic users or other kinds of characters I like to run. I am trying to think back and I don’t recall any characters I played that were dwarves. I have had characters that were human, elves, half-elves, and halflings. Of the old character sheets I have from back in the day, I am not finding any dwarves. I will play a dwarf for the next character I have.

I also want to play a paladin. In the rules they are only human, but why can’t other races have holy warriors? I know in my brother, Robert’s game, one of his wife’s characters is a halfling paladin. In my campaign I will allow paladins of any character race. I’m not sure I want to play a dwarven paladin, I was thinking more of a human for that. I suppose I’ll make a decision when next I get to roll up a new character.

Dungeons. I like maps of them. I played in a lot of them in the early days. Not so much from college on. Lots of underground, mostly caverns. A few passages under the castle, etc. I have never played in a mega dungeon. I am thinking of making a mega dungeon. I don’t want to put too much time into it, in case my eventual players don’t want to explore that much into it.

Dragons. As a player, I have rarely encountered dragons in the game. Large enough dragons are so deadly that only the most powerful characters can even stand and fight them. I have seen and heard of DM’s playing dragons like they are stupid. They are described as intelligent and some of them can cast spells. That does not mean that they can’t be vain, or manipulated if one knows the right buttons to push, but they are not stupid. I also prefer images of dragons that are more powerful looking, not the long, skinny oriental image of dragons. I am not persistent enough as an artist to develop the skills to draw them the way my brother, Robert does. Those pictures and many from Dragon magazine and the Holmes Blue Box cover art are my idea of what a dragon is “supposed” to look like.

Day 3 C is for Campaign

April 3, 2014
April 3, 2014

In D&D the term campaign most often means a setting with an ultimate goal. It is a term taken from the military, as in military campaign, since miniature wargaming was the structure from which RPGs emerged.

For many, campaign is a unique world/realm, and if it flops, the campaign is scrapped, and the would-be DM, must start over from scratch

For others, campaign can mean the setting a given DM uses no matter how many groups of players flop or thrive. Talented DMs may run multiple gaming groups in the same general area in their game world on the same time line. Others may separate their players and each is in a unique instance of the game world, like parallel universes. For the first, the players can easily switch which group they are with, for the second, some sort of magical portal transports them to the other timeline.

The type of campaign that encompasses a world/game setting is also called  a milieu, which means setting, and can have multiple campaigns run simultaneously or in sequence, or both.

The idea of a campaign as a one-shot world is from the heavily story driven type of play where there is an ultimate goal to the setting and once it is achieved, there is no sense to go on. To continue play requires a new setting for a new campaign. I can see where some might like this type of play, but that is an enormous amount of work.

It makes more sense to me to have a game world that can offer multiple locations for players to adventure. In this way, the DM can develop one setting, and spend the rest of their time fleshing out the details of tombs, caverns, lairs, treasure, magic, dungeons, villains, and monsters in a given area.

This can work for a fantasy world, where a continent or sub-continent sized area is roughly sketched, and the details of the starting area are worked out and the players are let loose to figure things out. For a space based science fiction game, why plan out multiple start systems and their planets, only to have to do it again? For a post-apocalyptic setting, why plan out things only to never use them again?

Obviously if the DM has an idea that he thinks is cool, but flops, it can be scrapped if it is beyond salvaging, or it can be re-worked to be cool. Keep the good ideas and toss the bad ones.

In my game, I have things going on the players only have glimpses of, but have yet to investigate. So far, I have not gone beyond ideas and scribbles of notes. The game needs to mature and simmer some more to determine if my ideas for the machinations of yet to be discovered bad guys fits with what develops in play. I won’t put too much time into some of it until the players are about to discover it. This makes for a fluid and more organic game setting that is more likely to be fun for all.

Day 2 B is for Beginnings

April 2, 2014
April 2, 2014

Starting anything is hard for me. Once I get going it just seems to work out.

Having an idea or scenario that will grab the interest of the players seems to be so difficult.

Meeting in a bar, or just showing up outside a dungeon and starting play just seems so cliche, but often that seems to be all I can come up with.

This ties into the anarchy. There are lots of ideas from other bloggers online, tables for how players meet and start their adventuring together. Deciding which tools and ideas to use can be overwhelming with the sheer volume of information available online. Also, once I get into creative mode, the ideas flow faster than I can keep up and I want to use them all. Trying to pick just one is the hardest.

What I like about blogging is that I don’t have to choose which ideas to write about. I have so many that I spread them out to have one a day instead of ten a day. This way I always have a post ready.

Day 1 A is for Anarchy

April 1, 2014
April 1, 2014

 

For the DM, everything starts with anarchy and chaos.

A system must be found to bring together players for mutual enjoyment. The DM provides the framework of where the player characters are and what challenges await.

Unless and until the players accept the DM’s presentation of what is available, the is uncontrolled anarchy.

Once the players agree to play along, the anarchy is only that caused by the ideas of the players interacting with those of the DM and opening up new possibilities.

The DM has a chore of keeping up with the desire of the players to play. A successful DM learns to be comfortable with the Anarchy and to embrace it and with time grow skilled in running things off the cuff with little to no preparation.

My challenge is to learn to be comfortable with the anarchy and the unexpected. This is a skill that applies to all of life.

 

OSR Superstar Contest – What would have been my New Creature Entry

Had I had one of my magic item submissions selected, here is the new creature I developed. As with my magic items, I wrote it with AD&D in mind. Then when I discovered that S&W does not have the Find Familiar Spell I had to hack at it to make it work. I will first present the AD&D version and below that the S&W version. This is the creature mentioned in my Wizard’s Bookstand item.

AD&D version:

Unfamiliar

If a wizard and his/her familiar encounter this creature, it will feed off the bond between them and if not killed, incapacitated or evaded (out of 50 foot range for ten or more consecutive rounds), in ten rounds it will “consume” the wizard/familiar bond.

If the bond is consumed, the familiar will flee, never to be seen or heard from again and the wizard will be unable to summon another familiar for one year.

The creature appears as a cute and fluffy, big-eyed ball of cuteness like a puppy or kitten. The familiar will be friendly towards it, even if an evil or not generally tame sort. The wizard will be reminded of a childhood pet, or will have false memories of a childhood pet.

If there are multiple wizards and familiars in a group, they will sit in a circle and let the creature jump and play in their laps and lick their faces and wag its behind in excitement.

The wizard and familiar will have a 10% chance per round to notice an odd feeling of doom. The wizard must make a saving throw versus charm person to be able to attack the creature. The wizard can attempt to flee, but casts spells to assist fleeing at a penalty. Save vs. wand/staff/rod to successfully cast a spell such as levitate, fly, dimension door, teleport, etc.

The Unfamiliar will stay close to the wizard and his/her familiar so that other with the wizard will have a disadvantage in trying to attack or hit it without hurting the wizard of the familiar.

For wizards without familiars it will attempt to eat the bond or break the spell of “helper” spells like unseen servant, aerial servant, floating disc, etc. Summoned and charmed creatures such as monsters, elementals, demons, etc. will avoid the creature and will not attack it unless the wizard has overcome his charm and the summoned or charmed creature makes it saving throw. If the bond of the summoned/charmed creature is broken, it will immediately attack the wizard.

If there are no wizards in a group the Unfamiliar will hide and avoid them. If there is a wizard in a group or by himself and the wizard has no familiar or summoned/charmed creatures or helper spells in effect, the Unfamiliar will avoid contact and move silently. It will follow in shadows and move silently as a 6th level thief and if a helper spell is cast or a creature charmed or summoned, it will allow itself to be found. The Unfamiliar can sense if an encountered wizard has the ability at the time of first encounter to cast a helper spell or charm or summon monsters. If there are no such capabilities, the Unfamiliar will avoid as if there was no wizard. NOTE: If the wizard or a member of the party has an item that can charm or summon monsters, whether the party knows they have it or not, the Unfamiliar will follow the person(s) with such a device until they use it.

These rare creatures have been known in ancient lore to wreak havoc in schools of magic and even lone wizards with a single apprentice.

If encountered in its lair, usually a cave or abandoned building, dungeon, or ruin, it will have the treasure of charmed and summoned creatures that defeated the wizard whose controlling spell was consumed. The DM will determine if it has affected multiple wizards or not. 50% chance the creature beat the wizard, roll for treasure if the creature is not interested in the wizard’s belongings. 50% chance the wizard beat the creature. Determine if the environment, i.e. neighboring monsters killed the wizard and if they were interested in his possessions.

Treasure Table
Defeated Monsters:
– Charmed monster determine type of creature by the type of creatures that can be charmed. This would usually be fairly low level wizards.
– Summoned monster. determine what level of monster summoning was used and roll for the monster. This can be wizards of a variety of levels.
– Summoned elementals. Determine the type of elemental 1d4 1= air, 2= water, 3= earth, 4= fire. This would be wizards of at least high enough level to summon an elemental.
– summoned demon or extra planar creature.

Defeated Wizards:
Determine the number and levels of wizards defeated. The treasure would include the wizard’s spell book(s), scrolls, potions, rings, wands, staves, etc. Make the amount of treasure and magic fit your style of campaign to avoid overbalancing the players.
You could roll 1d6, 1d8, 1d10, or 1d20 for a random level of wizard and determine the stuff left behind.
Of course, if a player wizard is defeated, all their stuff would be there if the were alone or their accompanying party fled or was defeated.

These creatures have a strange affinity for the Wizard Lock spell. There is something about this more or less permanent spell that allows the creature to feed and ignore other types of feeding. If a creature encounters anyone with a Wizard Locked item, they will make themselves the best friend of the person with that item and will perch on the item or stay within 50 feet of it. Since a wizard lock requires something that can be locked, like a door, chest, or lock, one cannot just cast Wizard Lock to sate this pernicious beast.

There is a 30% chance that when a Wizard’s Bookstand is encountered there will be an Unfamiliar in or on it, or in close proximity. The Unfamiliar will make friends and cozy up to the wizard who claims a found bookstand. Because the magics of Wizards Locks and Wizard’s Bookstands can sate the Unfamiliar, there is a 30% chance that an unfriendly person or creature can open the wizard Locked item or remove a book from the bookstand as if it were not locked or secured by magic. Casting multiple Wizard Locks on the same item will not alter this chance.

Should one attempt to move an Unfamiliar from the 50 foot radius of the Wizard Lock or Wizard’s Bookstand, it will whimper and cry loudly to the point that any guards, even if sleeping or slept, stunned, held or charmed will come to investigate.

Some theorize that the creature’s affinity for wizard locks indicates it true origins as a wizard going after a rival, and in the absence of wizard locks to sate its appetite, the creature looks for other magical bonds upon which to feed. As this is an ancient magical creature known in the oldest manuscripts, it true origins are lost to the mists of time.
Frequency: RARE
Size: Small.

AC:
HD: 4 HP
ATTACKS: Special – Consume wizard/familiar bond.
ST:
Special: Eats spell books.
Move:
Challenge Level:
XP:

*********************************************************

S&W Version [The name alone shows an entirely different tone and took things in a different direction than I planned.]

Bond Breaker

The creature appears as a cute and fluffy, big-eyed ball of cuteness like a puppy or kitten. A magic user will be reminded of a childhood pet, or will have false memories of a childhood pet.

The Bond Breaker will attempt to eat the bond or break the spell of “helper” spells like unseen servant, aerial servant, floating disc, etc. Summoned and charmed creatures such as monsters, elementals, demons, etc. will avoid the creature and will not attack it unless the wizard and the summoned or charmed creature makes a saving throw. If the bond of the summoned/charmed creature is broken, it will immediately attack the wizard. If the charm or summons expires before the Bond Breaker can consume the bond, it will start shrieking loudly and attract the attention of any creatures within 100 feet, or further in a cave or canyon with an echo. This shrieking will continue as long as the party remains within sight of the creature. Such shrieking prevents spell casters from casting spells from memory.

If there are no wizards in a group the Bond Breaker will hide and avoid the group. If there is a wizard in a group or by himself and the wizard has no summoned/charmed creatures or helper spells in effect, the Bond Breaker will avoid contact. It will follow in shadows and move silently as a 6th level thief and if a helper spell is cast or a creature charmed or summoned, it will allow itself to be found. The Bond Breaker can sense if an encountered wizard has the ability at the time of first encounter to cast a helper spell or charm or summon monsters. If there are no such capabilities, the Bond Breaker will avoid as if there was no wizard. NOTE: If the wizard or a member of the party has an item that can charm or summon monsters, whether the party knows they have it or not, the Bond Breaker will follow the person(s) with such a device until they use it.

These rare creatures have been known in ancient lore to wreak havoc in schools of magic and even in remote towers of lone wizards with a single apprentice.

If encountered in its lair, usually a cave or abandoned building, dungeon, or ruin, it will have the treasure of charmed and summoned creatures that were defeated by the wizard whose controlling spell was consumed, or the treasure of wizards defeated by their charmed or summoned creatures. The GM will determine if it has affected multiple wizards or not. 50% chance the creature beat the wizard, roll for treasure if the creature is not interested in the wizard’s belongings. 50% chance the wizard beat the creature. Determine if the environment, i.e. neighboring monsters killed the wizard and if they were interested in his possessions or not.

Treasure Table
Defeated Monsters: d8
1-2 – Charmed monster determine type of creature by the type of creatures that can be charmed. This would usually be fairly low level wizards.
3-4 – Summoned monster. determine what level of monster summoning was used and roll for the monster. This can be wizards of a variety of levels.
5-6 – Summoned elementals. Determine the type of elemental 1d4 1= air, 2= water, 3= earth, 4= fire. This would be wizards of at least high enough level to summon an elemental.
7-8 – Summoned demon or extra planar creature.

Defeated Wizards:
Determine the number and levels of wizards defeated. The treasure would include the wizard’s spell book(s), scrolls, potions, rings, wands, staves, etc. Make the amount of treasure and magic fit your style of campaign to avoid overbalancing the players.
You could roll 1d6, 1d8, 1d10, or 1d20 for a random level of wizard and determine the stuff left behind.
Of course, if a player wizard is defeated, all their stuff would be there if he or she were alone or their accompanying party fled or was defeated.

These creatures have a strange affinity for the Wizard Lock spell. There is something about this permanent spell that allows the creature to feed and ignore feeding on the bonds of charmed or summoned creatures. If a creature encounters anyone with a Wizard Locked item, they will make themselves the best friend of the person with that item and will perch on the item or stay within 50 feet of it. Since a wizard lock requires something that can be locked, like a door, chest, or lock, one cannot just cast Wizard Lock to sate this pernicious beast.

There is a 30% chance that when a Wizard’s Bookstand is encountered there will be Bond Breaker in or on it, or in close proximity. The creature will make friends and cozy up to the wizard who claims a found bookstand. Because the magics of Wizard Locks and Wizard’s Bookstands can sate the Unfamiliar, there is a 30% chance that an unfriendly person or creature can open the wizard Locked item or remove a book from the bookstand as if it were not locked or secured by magic. Casting multiple Wizard Locks on the same item will not alter this chance.

In addition, there is a 10% chance that a Bond Breaker in the presence of a book stand with a spell book on it, will not have fed recently because it grew careless on the abundance of sustaining magics, and will protest attempts to remove the spell book, unless it is shown that there is another familiar to take its place. This occurs even if there is a Wizard Locked item nearby. Even if there is another book to take the place of the book to be removed, there is a 5% chance that the Bond Breaker will be petulant and refuse to cooperate for 1d8 hours. Attempts to remove the book in spite of the protest of the bond breaker in the absence of a book to take the place of the desired book will result in 1d8 hours of shrieking that prevents re-learning of spells for all types of spell casters, magic users, clerics, druids, shaman, witch doctors, etc. in a 100 foot radius of the creature. The distraught creature will stay within close proximity of the one who removed the familiar during this time to show its displeasure.

Should one attempt to move the Bond Breaker from the 50 foot radius of the Wizard Lock or Wizard’s Bookstand, it will whimper and cry loudly to the point that any guards, even if sleeping or slept, stunned, held or charmed will come to investigate.

Some theorize that the creature’s affinity for wizard locks indicates its true origins as a wizard going after a rival, and in the absence of wizard locks to sate its appetite, the creature looks for other magical bonds upon which to feed. As this is an ancient magical creature known in the oldest manuscripts, its true origins are lost to the mists of time.
Frequency: RARE
Size: Small.

AC:
HD: 4 HP
ATTACKS: Shrieking prevents re-learning and casting of memorized spells and attracts other creatures, and counters sleep, hold person/monster within 100 feet. See Special.
ST:
Special: Consumes bonds of charmed and summoned creatures or helper spells.
Move:
Challenge Level:
XP:

List of Those Signed up for the April, 2014 A to Z blogging challenge

I have been following along and adding to my list as I check back every day to review and see if anyone has joined the list from the RPG Blog community.

It is easy to search for the (GA) gaming tag, but some have not used the tag, and you can’t change the way you have signed up once you sign up for the challenge, since it is automated and uses a third party tool that does not allow for edits. I did find one that used the (GA) tag, but is about computer games, so I don’t have it on my list below.

Anyone who signed up without the (GA) tag, I have come back each day to look through them and if a blog name sounds like it might be an RPG blog I go look at it. It is still possible that I missed one. If I missed you, please let me know your sign-up number for the challenge, and I will add you to the list. With 2,000+ blogs in the challenge and growing, I won’t have time to look at all of them, so I will focus on the RPG blogs.

I have all 26 of my RPG blog posts done, so can devote my time to reading the RPG posts of others.

I added a widget on the right of just the A to Z Challenge RPG Blogs so you don’t have to come to this post for the list.

RPG blogs signed up for the April, 2014 A t X challenge:

  1. 139. The Dwarven Stronghold
  2. 181. d20 Dark Ages (GA)
  3. 296. The Open Hearth (GA)
  4. 341. Tower of the Archmage (GA)
  5. 499. Follow Me, And Die! (GA) (That’s me :D)
  6. 519. Another Caffeinated Day — d100 cups of coffee
  7. 678. Stacking Limits-(GA)
  8. 691. Cirsova (GA)
  9. 702. The Other Side (GA) Tim is also the A to Z Challenge Ambassador
  10. 708. Cross Planes
  11. 985. Start My Quest (GA) – gamify life
  12. 1067. Lloyd of Gamebooks (GA)
  13. 1332. Halls of the Nephilim (GA)
  14. 1540. Keith Davies — In My Campaign (GA) [NOTE: I can’t leave a comment on his site, I get a 403 error, and his contact page uses the same format.]

OSR Superstar Contest – Thoughts on Why I Didn’t Win

I think primarily that in a contest of this nature, especially one in which there are so many other entries there are a few keys to getting on one of the judges’ lists.

  • Brevity. Explain your item and what it does in a couple of paragraphs. Walls of text with complex entries are a sure way to turn off the judges to looking at your entries.
  • Uniqueness. Have an entry that is unique and can be described simply and is easy to drop into the rules.
  • Catchy. It needs a catchy name or description. Something that helps explain what it is without needing to read it.
  • Rules. Write it with the designated rules in mind. Writing it for a close but not quite rule set can show and can make it clunky.

I know that two of my entries were walls of text and all of them did not get written with the target rule set from the start. I did read through all of the various S&W rules before I converted to that rule set, but it greatly hampered the effectiveness of my presentation.

The wall of text is an issue I often have in my blog posts. I get to writing and the ideas related to it just keep flowing. I have the blessing/curse of being able to see connections most others don’t, and it takes a lot of text to explain the connections.

The good news is that I cam up with some unique items that I can use in my game. Whether players find them is another thing.