Tag Archives: AD&D

Druids and Their Environment

As nature priests, druids will frequent places where they are most needed to focus on maintaining an existing balance, or restoring balance in nature.

I have this image of druids being in forests and encouraging the spread of the forest, seeking to make the old growth forest spread. I can see in the right circumstances, a druid working with woodcutters to cut the specified trees at the right intervals to enhance the growth of the forest or enable a certain section of the forest to better fulfill a certain need.

I briefly researched mistletoe since our Wednesday night game set in a subtropical island archipelago had a druid in the party for a short time. Mistletoe grows in almost all climates around the world. In reality, a quick perusal indicates that nearly every continent and clime have mistletoe. There is a desert variety in Arizona.

Holly grows from the tropics to temperate zones, and oak trees occur from cool temperate to tropical regions.

This means that for a druid to function, there have to be some sort of plant life to support the material component needs for spells of the druid.

This would make an arctic or sub-arctic druid very rare, unless your world have a type of mistletoe, holly, or oak that grew in sub-arctic regions. There are a few ways around this limitation.

  • The simplest is that druids living or operating in these regions would have a large supply of leaves before going to such an extreme location. Regular means of re-supply would be needed.
  • There is a thermal vent from hot springs, geysers, or some moderately active to very active volcanic processes.
  • There is a cave or region with some form of light to support photosynthesis. Light from lichens, mosses, insects, or types of rocks could generate this light.
  • Some form of druidic sanctuary that through the power of the druids has enabled an oasis hidden in the ice to survive. This could lead to a hidden group of druids, or a lonely hermit druid sent to maintain this far off location.

In the typical desert of sand and/or rock and heat, a druid or group of druids would tend to encourage the growth and enlargement of oases. This would tend to have one druid in each oases, other than large oases in hidden valleys or canyons off the trade routes. Smaller oases would tend to have a single druid regularly checking the oases in his care.

Mountainous regions would tend to not have druids above the tree line. At least, they would not live above the tree line, and would only go their as a patrol or to get to another region under their care, and only with the appropriate supply of mistletoe, holly, or oak leaves.

Beaches or islands without trees or shrubs of the appropriate family of plants would be another source of limitation for druids.

What this leads us to conclude, is that druids will not be found very far from shrubs or trees, since the right kind of leaves are needed for their magic. This means that any druid found more than 100 miles or so from a known forest/source of leaves is either an NPC on a special mission, or a PC or NPC adventurer, or there is a secret or little known druidical area or nature sanctuary nearby. Other reasons could be the druid was teleported far away, or is under a geas or quest, etc.

Of course, one can get around some of these limitations by developing an ice oak that grows in the frozen areas and supports ice mistletoe. There could be sea oaks that grow under the ocean with sea mistletoe. Druids could live in undersea caves and encourage the growth of kelp forests. Sea elves could have their own form of druid. A half-elf with one parent a sea elf could be such a druid.

How do druids fit into your campaign word?

Druids and Alignment

I have thought about druids and alignment for years. I understand the intent of druids being true neutral on the good/evil and law/chaos axis. However, how can one be truly neutral?

Is it that you have an opinion, but keep it to yourself? Is it that you are “chill” in all circumstances? How exactly does that work?

To me in the 9 point alignment system, trued neutral is a rock or clod of dirt, something without a mind or a will, and no desires.

The way druids play into this, I see them in my campaign as being one of the four types of neutral: chaotic neutral, lawful neutral, neutral good, or neutral evil.

This would play out for the different kinds of druids. All have some interest in the natural life of the plant and animal world, but each interprets it a bit differently.

Chaotic Neutral druids would let a forest grow and only animal trails created by the animals would be allowed. Attempts to impose order on their woods would be resisted. Would they be OK with undead? Probably not from the perspective of being natural creatures, but from a freedom perspective of it’s what is happening now.

Lawful Neutral druids would prefer a more orderly forest, perhaps more like a parkland and while the natural symbiosis of the creatures and plants in the forest would be allowed, it would be in a way that was most orderly and beneficial to the growth and spread of the wood. Orchards, crops, and other organized agriculture would be supported by these druids.

Neutral Good druids would encourage the spread of good plants, animals, and sylvan races. They would root out evil or massively harmful plants, or keep them in check.

Neutral Evil druids would encourage the spread of evil plants, animals, and sylvan races. They might be okay with undead in their forest. Bandits and humanoids that don’t harm their forest might be allowed to live there. Such druids might partake of human sacrifice to the darker elements of nature.

This gives us four branches of druidical teaching and allows for more than one set of limited numbers by level. Would there be variations on spells for groups of different alignment?

One could also make an argument for different sects of druids each with their own hierarchy. Perhaps two groups considered heretical or “off the rails” by the other group, each claiming to be the one true followers of druidical knowledge & teaching. How would spells and knowledge differ?

As per the AD&D Player’s Handbook only half-elves, halflings, and humans can be druids, and for halflings they can only be NPCs. In my campaign, I allow characters of any race to play a cleric, and would allow a halfling druid and even an elven druid. Elves are supposed to be nature lovers, why wouldn’t they have druids? I would have each race that would have druids have their own form of druidism. Perhaps at lower levels a druid of another race or alignment could perform the training, but beyond a certain level, it would require the specific teachings of the correct race and alignment for further advancement.

I can see halfling druids geared towards helping with crops and growing up hedgerows on the boundaries of their territory. Plenty of food and comfort.

Halfelf druids would follow one of their parents’ race’s style of druidism.

Elves would be geared towards maintaining their forests and keeping out intruders, perhaps more aggressively on the boundaries and more subtly closer to settlements. It would depend on your interpretation of elves.

Perhaps the intention of druids is to be like Switzerland in their fortified forest strongholds keeping all comers out or requiring them to all play be the same rules in this forest. But how can a druid be an adventurer, if they are neutral? Personal gain? At what point does adventuring lead a druid astray?

Would looting a dungeon be a neutral act? A dungeon has lain undisturbed for decades, centuries, or millenia. Wouldn’t disturbing the loot cause unbalance? Does the druid’s concern for neutrality and balance only concern nature? Would town life be abhorrent? Wouldn’t druids tend to be on the edges of civilization? Unless there was some massive city with a huge area of parklands, no druid would permanently settle in a city. Druidical worshipers would tend to be farmers and rural folk closer to nature than those in cities. This would also tend to be more of the population in a fantasy setting, since they tend to mimic pre-industrial, agrarian based civilizations.

I am trying to wrap my head around how a true neutral druid would function in various situations. What I envision is needed is something like Rick Stump‘s article at Don’t Split The Party,  Good Isn’t Stupid, or weak, or nice. I am sure there is a way to make better sense of it.

As with all player races and classes, the plan of your campaign needs to include them. For example, how has the presence of druids influenced wars, interracial relations, the growth and decline of forests, the spread of “civilization”?  If you have a fancy way of dealing with magic users, how do illusionists fit into that?  Even if you limit your players to the standard player character races, do they all fit in a way that makes sense? Or do you have a campaign that anything goes and you don’t worry about how much sense it makes? I have played in both kinds of campaigns and both can work, if the DM lets it work or makes it work, as the case may be. Even with a simple sandbox, relations and interactions between different races and classes, especially the cliquey classes like druids and monks.

This whole thing on druids and alignment has me thinking about druids and natural habitats for druids. So I’ll take that up tomorrow.

Politically Correct Monster Designations

So called political correctness can be taken too far. I am bald, so I can talk about that without insulting other people (Well, it’s the internet, so probably not.).

Bald has been called follically challenged. Short has been called vertically challenged. Many so-called politically correct terms are so ridiculous as to avoid calling a spade a shovel. Often one has no idea what someone is talking about.

Monster, should be “life form”, “being”, “entity”, or “creature”. To call something monstrous is a value judgement.

For example, a rust monster should be referred to as an oxidation enhancing creature.

Undead should be called life challenged.

Vampires should be called hemoglobin deficient.

This is a good exercise to get the creative juices flowing. Try to do it without a dictionary, thesaurus, or the internet, just the terms that pop into your head. While such new names for creatures may not be used in play, it gives an added description or new way of looking at them, perhaps a way to understand the motivations of the creatures that are not mentally challenged.

Skeletons and zombies in D&D are the robots of the fantasy world, constructs that don’t know or care. Similar constructs without a will of their own, won’t know or care, their only motivation is their last command. Low or non-intelligent creatures’ motivations may only be food, shelter, and procreation. But just because they don’t have language, doesn’t mean you can’t give them a neutral and unoffensive name.

Have fun with it and be creative, please share your best ones.

Rakshasa

As a kid I remember watching Kolchak the Night Stalker, the movies and the TV show. I don’t recall all the details, but have been watching the TV show online. I managed to find the movies from before the TV show on YouTube and watched them. If you are interested in watching these, then spoiler alert!!

The other day, I watched an episode that dealt with a rakshasa and the method of slaying them was a blessed crossbow bolt, as it is in the AD&D Monster Manual.

I found that interesting. I am not familiar with most of Indian mythology. There are times I wish I had footnotes for the source, or the inspiration used for these creatures. Until the Monster Manual, were any of these monsters from myth and legend in any single book?

I find that the Night Stalker series gets a bit repetitive, but having him be the only one or nearly the only one who gets what is going on, makes it interesting. With all the creatures he killed, what level would he be?

Going from memory, and I have not finished the series, he has killed two vampires, one werewolf, one zombie, and one rakshasa. There are other creatures, but some I don’t recall, or they do not have a creature stated. I’m not going to stat out creatures for this exercise. Assuming average hit points, I came up with 5,265 experience points which is halfway through 3rd level fighter. Since AD&D does not reward as much XP for monsters, this is reasonable. Karl never gets any treasure, and is the reluctant hero because he knows the truth and if no one is going to do anything about these creatures, then he must do it. Karl’s only reward is that he has save the city or the world.

In some shows, he does not kill the creature, but drives them off, or for the android episode, tries to help. In the electricity monster he gets people to listen, but the usual cover up, similar to the first movie with the vampire, is of no benefit to him.

So after two TV movies and one season of a TV show, I would estimate he earned the experience to be a 5th level fighter, perhaps 6th. If a thief, it would be higher. He did not use magic or pray to the gods, but did use items blessed by others, or had others bless an item. Karl does not gain in proficiency in fighting, but rather uses his mind. He is more like a sage out to do good based on his experience, knowledge, and research.

I can see how these shows can give ideas for a “modern fantasy” setting, or some variation on a science fiction or horror genre.

This show also takes me back to sitting around the TV as a family and talking about the show during the commercials. Unlike today, where it seems that everyone has their own media device and the household is in their individual media world.

Lycanthrope

I had a thought the other day about lycanthropes and demi-humans. I play AD&D and only humans are subject to lycanthrope, by the book.

After being bitten by a lycanthropic creature, there must still be some way to affect non-humans. They do not become shape-shifters, but have other effects.

I thought a neat way to torment players of demi-human characters is to tell them that their characters have strange dreams that unnerve them and disturb their sleep on the full moon. Have them wake up with a strange taste in their mouth, or that they have feathers from eating their pillow. Or blood from the rare mutton in the kitchen, but don’t tell them the blood is from the mutton. Having a grisly and unrelated murder could be fun! Make them think they are a lycanthrope, but only having the dreams one would have without the death and destruction. Of course, if they seek help from a temple, they will learn the truth, but still require some expensive or time consuming ritual to free them of the affliction.

I know some DMs that have all races subject to lycanthrope. I don’t know about other editions of D&D or other rulesets, but I like the AD&D way of handling it. Others might want it different, and that’s OK.

Perhaps have someone bitten by a wererat crave cheese, and someone bitten by a werewolf affected by fleas. One bitten by a werebear could crave honey, etc.

Magic and Technology – The Porcelain Argument

I ran across this article, The Porcelain Argument: How would the existence of magic affect technological advancement?,  on Sunday. I very much enjoyed it and it is in line with my thinking of how a high magic setting would function.

My campaign is, for humans, a now low magic setting because the ancient empire collapsed a thousand or more years ago and much ancient magical knowledge was “lost”.

Reading this article had me nodding my head in agreement.

I highly recommend it to help set the tone of your campaign’s magic and technology levels.

One interesting thought, would those who could not afford magic invest in fancy technology to try to mimic magic in an effort to appear to be in a higher social status? Hidden mechanisms for an elevator or lift, some way of igniting a light, etc.

This reminds me of a History Channel show some years ago about ancient inventors who made temple devices to make certain items in the temple move or act on their own, with wheels, pulleys, or primitive steam power. One I believe was a holy water dispenser for a coin donation. Another had a dove or other bird “fly” across the sanctuary. In a world where clerical and druidical magic is not lost other than turning from the gods or nature, how would temple technology be different from the rest of society? However, in a societal collapse, the precise applications for certain spells might be lost, if the central hierarchy of a faith was lost.

This all helps to highlight the questions: What remnants of the ancient civilization are still in use? What remnants of it are still visible? What devices both magical and non-magical might adventurers discover? Would any such devices be “set loose” and go on a rampage, or cause other mischief?

In a sandbox setting, one does not have to have all these answers until the players come close to finding them. I have a few things thought out, but as for mundane items, I have not given it much thought. This has definitely given me food for thought and started the wheels turning.

GM’s Day – 2015

RPGNow.com
GM’s Day is a day for GM’s started in 2002 and in 2008 was coincidentally the day that Gary Gygax died – March 4th. It is a day that we prefer to have fun in honor of Gary Gygax and his creation(s) on the anniversary of his death, rather than be maudlin.

There is a FB page with some information, as well as this website with a countdown calendar, and many others easily found with an internet search engine.

Since it falls on Wednesday this year, it is especially cool. The weekly AD&D online campaign I play in meets on Wednesdays. We will be doing something cool, a new type of undead and clearing a hidden dungeon under an abandoned fortress.

Both RPGNow and DriveThruRPG have a GM’s Day sale with 25% off! Cool!

Gyrphax

Gyrphax is the largest dragon in my brother Robert’s campaign. He did this piece in high school, a few years before his current campaign started, or rather he started it in high school. It is pen and ink in the stipple style, that is, it is all dots.

He had the dragon and the slain warriors done quickly enough. But it took him a couple years to finish the rest. It is about 18 x 22 inches. He would be working on it and look up and blink his eyes wide, because after a while all he could see were dots.

This is a bad picture of a print I had on the wall in my home office. I wanted a picture before I had to move it. They are closing our small office with three employees and we will be working from home. I had to re-arrange my home office and move it from the wall where I had it. I now have it in a corner where it is more visible in my peripheral vision when I am at my desk.

My brother does not Facebook or Google Plus, so you won’t be able to reach him. He is very talented in many ways. If he ever finishes any of his stories, he will also do the book cover and any other art.

This image is his copyright, all rights reserved. I just wanted to share it here to show off his talent. A few days ago, I shared his maps using pictures of photocopies. If he wants me to take it down, I will.

 

Do Players Have To Read The Rules?

There was a discussion on the OSR G+ Community that got me to thinking.

In my campaign, AD&D, I have made the Player’s Handbook available, but the players don’t read it, except for spells. I don’t make the other manuals available.

They have a lot more fun with the surprise of some strange monster they can’t seem to kill, a troll, and being scared that zombie bites make you a zombie.

For my players, they just have fun exploring the world I created and piecing things together. They make much different decisions than someone who has memorized all the manuals.

Unlike back in the day when RPGs were new and we read everything that got into our hands, I don’t think the younger set like to sit and just read rules.

The assumptions and discussion of plans that my players is funny based on their assumptions and limited knowledge of the world and the rules. As the DM who knows the main points of the rules, at least the ones I use, and has a lot of gaming experience, I get as much entertainment out of watching them decide whether they should panic and run, or fight. I found their reactions to a troll and zombies hilarious.

One does not need to know the rules or have a copy of them to play in an RPG. For example, I played DCC for the first time at Marmalade Dog 20. I relied on others for specific rules, but because it was a fantasy RPG, I had the basic idea of how to run a character.

I have played RPGs from a variety of genres, and once read and knew the rules to most of the ones I player. I never had Traveler, but played it a few times. I think if someone has the basic idea that RPGs is make believe with rules and a referee, one can get by with the minimal understanding of how the stats, any stats checks, and combat works. Some games I have not played are very rules heavy, and without minute knowledge of all the special cases, exceptions, etc. one cannot get the most out of their character. That is why I think rules that don’t require hours to create a character or hours to run a simple combat are best. Get started playing sooner and have more fun.

Board games are the one area where I think players need to read the rules. Back in 9th grade I played a WWII board game that had the Maginot and Siegfried Lines on the map. I don’t recall the name of the game. I had heard of the Maginot Line, but not the Siegfried Line, and my friend who had read and mastered the rules knew about the Siegfried Line. I did not put any troops in the Siegfried Line, in our rush to play. I had not even read the rules. The Germans lost WWII because the French took them out soon after the invasion of Poland. So games where you get your clock cleaned if you haven’t read the rules, yes, you should read the rules. Since most board games don’t have referees, this means each player has to look out for his own interests.

Except for massively complex rules or a poor DM that wants to rack up character deaths, and never says, “Are you sure?” Players don’t need to read the rules.

How many new players would show up if they had to read 100+ pages of rules before they sat down a the table? What if the rules read to them in a way that is so confusing and put them to sleep? Would they still want to come play? I think the best way to introduce someone to the game is to have them jump in feet first like into a cold swimming pool. It may be a shock, but you get to the point, swimming much faster than if you take forever inching your way forward. Make the only boring part the character generation, but even that can be spiced up.

My rule (-1) – “If you’re not having fun, you’re doing it wrong.”

Collaborative Campaign Design & Paranoid Players

I saw this picture on the Tabletop Role-Playing Games FB page.

This is so true! Other DMs tell me about stuff like this, I have read about it on many RPG blogs and forums, and I have experienced it from play as both a player, and a DM.

In my game with my sons and the girlfriend of my oldest son, they take one thing an NPC they trust says and go with it. It is funny.They make all these big plans, and one little thing turns it on a dime.

I laughed hard when I saw this image because it is so very true!