Tag Archives: AD&D

AD&D at Gamehole Con with Luke Gygax

Luke is just a regular guy, nice and we had a lot of fun with the module he ran.

He didn’t have his pre-generated characters for the adventure. While we were rolling up characters, I mentioned to him an idea that I had read about, and written about here and here, for spell casters to write down the page numbers of their spells next to the name of the spell. He had never heard of that simple idea and liked it. Cool! Even those from back in the day can still learn something new.

A bad roll for placement of a fireball by a different player left a few other players rolling up new characters so we could finish the adventure.

The one bad experience in the whole thing was that DURING PLAY people kept coming up to Luke and asking for pictures and autographs. I wish that he had asked them to wait until we had a break or were done.

I missed out on autographs because I didn’t realize there was an organized autograph table that different guests had a scheduled time for autographs. That’s on me for not paying attention. I kept seeing so many of the old guard that I wanted autographs, but it was always when they were in the middle of a game, or I had grown tired of lugging my items to be signed. My parents taught me good manners, and if it means my paltry collection doesn’t get signatures, then so be it. I can live with it. The memory of visiting with them means more to me than a signature. I know to pay attention next time and read the big sign with the schedule that was up the first day….

Magical Protections in AD&D

This is the third part in a three part series of articles spawned by my research into undead in AD&D. [Part 1] [Part 2]

One or another of the various forms of magic circle are mentioned by name among various spells, scrolls, and decorations in the various AD&D manuals. These are all based on real world symbols used in various magic practices. Some claim to be from antiquity, some seem to be more recent inventions.

I began looking into these circles in the context of AD&D and undead, but wondered a bit why certain ones seem to be efficacious against demons, and others devils. I will touch on just enough of what Wikipedia says about these things to give context.

Pentacle does not refer to five, but is any object used as protection. It can even be a hexagram, six pointed star, or other shape. Often a talisman. Modern practitioners distinguish a pentacle as a star inside a circle, where a pentagram is a five pointed star.

Pentagram – 1 point up = good, 2 points up = bad.

Magic Circle – In mathematics: , and magic:  (using salt or chalk)

Thaumaturgic Triangle – Thaumaturgy = magic or miracles. . Here’s more on the thaumaturgic triangle/circle.

Circle of Protection – see magic circle

It seems that nearly all of these symbols can be worn as amulets as jewelry or designs on clothing, or even temporary/henna tattoos, or tattoos on the skin. For the purposes of RPG’s they don’t need to be detailed, just know that they can be drawn or carved on the ground/floor.

DUNGEON MASTERS GUIDE

p. 42 – Magic Circle, Pentagram, Thaumaturgic Triangle used with the spell Aerial Servant.

p. 65 – Circles of Protection interrupt, but do not dispel charm person/monster, etc.

“Magic circles of protection (spells or specially drawn) will break the communication link and seemingly cause the charm to be broken, but unless magically dispelled, or until the power of the magic wears off, the effect is again evident when the charmee is outside such protection.”

p. 117 – Magic Circle is needed to create magic user scrolls.

“Clerics must have prayed and specially sacrificed to their deity, while magic-users [and illusionists?] must have drawn a magic circle and remain uninterrupted.”

pp. 128-129 – Protection scrolls generate a magic circle (not globe) around user. The below quotes are under scrolls of protection from demons, but the next section says that scrolls of protection from devils work the same way.

“The circle of protection generated springs out-wards from the scroll reader in a 10’ radius. No demon protected against can penetrate the circle physically or magically or in any way, but the person(s) within can launch attacks, if otherwise possible, upon demons. The protection moves with the reader of the scroll.”

“Note that the protection radius is not an actual physical globe, and if the user forces a demon into a place from which further retreat is impossible (e.g., a corner), and then continues forward until the demon would be within the radius of the circle, the demon is not harmed, and the protection is considered
voluntarily broken and disappears. There is no way in which this can be used as an offensive weapon.”

p. 218 – Appendix I – Magic User Furnishings lists magic circle, pentacle, and pentagram.

p. 41 – Glyph of Warding – This goes more in depth to various types of glyphs, which can be used to guard, repel, or damage. While this is a third level cleric spell, I don’t see why other spell casters couldn’t use similar spells.

PLAYERS HANDBOOK

p. 47 – Third Level Cleric spell Glyph of Warding. Not a lot of specifics, have to turn to the DMG p. 41.

p. 50 6th level cleric spell Aerial Servant requires one of a Magic Circle, Pentagram, or Thaumaturgic Triangle. The cleric’s holy symbol or a religious artifact can also be used.

pp. 61 & 62 6th level druid spell, Conjure Fire Elemental. Neither concentration nor a magic circle are needed for protection/control.

p. 67 1st level MU spell Protection from Evil – “requirement of powdered iron and silver as the material components for tracing the magic circle”

p. 79 5th level MU Conjure Elemental spell. “N.B. Special protection from uncontrolled elementals is available by means of a pentacle, pentagram, thaumaturgic triangle, magic circle, or protection from evil spell.” This adds pentacle to the list of round inscriptions that provide protection.

pp. 86 & 87 7th level MU spell Cacodemon. “The spell caster must be within a circle of protection (or a thaumaturgic triangle with protection from evil) and the demon confined within a pentagram (circled pentacle) if he or she is to avoid being slain or carried off by the summoned cacodemon.”

UNEARTHED ARCANA

The Description of the Ensnarement spell on p. 60 goes into detail about what the various round magical protections are used for:

  • Magic Circle – (for creatures from the upper planes or the Astral Plane)
  • Pentagram – (for creatures from the lower and infernal planes).
  • Thaumaturgic Triangle – (for creatures from the Ethereal, Elemental, or Concordant Opposition planes)

There is also the difference between drawn and inscribed protective symbols on page 60 in the description of the magic user spell Ensnarement. A drawn circle could be smudged/distrubed. An inscribed or carved circle would need to be prepared in advance and would require a skilled craftsman to do it correctly. The benefit being that they cannot be disturbed so easily.

p. 62 – 7th level MU spell Torment has another mention of these devices.

The term glyph does not occur in it as per a search of the PDF, other than in the list of third level cleric spells.

This manual does not list any monsters.

The term pentacle does not occur in it as per a search of the PDF.

ORIENTAL ADVENTURES

This manual does not contain the term pentacle. Nor magic circle, Nor pentagram. Nor pentacle. Nor thaumaturgic triangle. Nor glyph. Holy water is only mentioned as a spell component. No mention of Circle of Protection.

Oriental Adventure’s list of monsters does not contain the word undead, and turn is not used in relation to undead.

MONSTER MANUAL

No mention of glyph, pentagram, or thaumaturgic triangles.
p. 16 – pentacle vs. demons.
p. 20 – magic circles vs. devils.
pp. 43 & 44 – Only ghasts & ghouls are mentioned as being kept out by circles of protection. The ghast requiring powdered cold iron.

NOTE: Cold iron is terrestrial iron, and hot iron is meteoric iron. From the Wikipedia article, it seems that steel made from cold iron counts as cold iron.

MONSTER MANUAL II

Does not contain the terms: glyph.

A pentacle is mentioned on p. 35 for conjuring greater demons.

A pentagram is mentioned on p. 27 for protection from demonkind. & p. 28 for blocking entry of demons into the material plane.

pp. 128-129 – Xag-Ya & Xag-Yi “A circle of protection (spell, magic circle, thaumaturgic triangle, or pentagram) will repulse attacks of either kind of creature.”

Magic circle – p. 44 provides protection from devils.

Holy & unholy water are mentioned as affecting some creatures from other planes, or undead.

Turn Undead is only mentioned as the ability of some creatures.

FIEND FOLIO

Magic Circles vs devils.
Pentacle vs. demons

Holy Water is mentioned by how it affects undead and other evil creatures, like demons.

No glyph.
No Rune.
Pentagram none mentioned.
Thaumaturgic Triangle none mentioned.
Circle of Protection none mentioned.

Manual of the planes – glyph on p. 12 or in spell lists. No magic circle. No circle of protection. No pentacle. No pentagram. No thaumaturgic triangle.

DEITIES & DEMIGODS

I only have a legal PDF without the Cthulhu & Melnibone mythos, and I don’t want to get out a hard copy and read right now.

Glyphs only mentioned on p. 44 as part of the word hieroglyphs in the Egyptian mythos section. pp. 50 & 51 have some hieroglyphs.

Runes mentions on p. 99 in the Norse Mythos section.

No pentacle. No magic circle. No thaumaturgic triangle. No circle of protection.

Holy/Unholy water is mentioned for creatures that are susceptible to it or for imersion of some sacrifices in it.

Pentagram is only mentioned on p. 69 as the symbol of Tyche.

OSRIC

Holy Water is only mentioned as a spell component and as as doing damage to undead.
Pentacle is mentioned in the cacodemon spell and as decoration in a mage’s room/tower.

Pentagram is mentioned as decoration in a mage’s room/tower.
magic circle is mentioned for the same spells in AD&D and in decoration in a mage’s room/tower.

Thaumaturgic triangle is mentioned vs. demons.
Circle of protection is mentioned as a generic term vs. demons & devils.

CONCLUSIONS

There is a disparate and scattered use of various terms across the many manuals I searched in PDF form.

All of the protective designs are basically circular/surrounding. They can also be used to contain things within them. So to simplify, I will simply use the term “magic circle” to include all of them.

If magic circles work for ghouls and ghasts and demons and devils, I would rule that they would work for other undead. Similar to the effect of a holy/unholy symbol. I would rule such circles would need to be enchanted/blessed/prayed over by a cleric of sufficient level to turn such a creature. Using an existing mechanic is always easiest.

The use of salt, powdered chalk, and cold iron filings in such circles describes the effort and care needed to draw/pour a circle.

I’m a theater of the mind player, so I don’t need all the drawing and elaborate symbols in detail. I would rule that spell casters of all classes would have to refer to books, scrolls, and communal knowledge to learn symbols, but unless the player(s) involved were feeling particularly creative/inspired, there is no need to draw anything.

Other types of creatures, such as Lycanthropes are kept somewhat at bay by wolvesbane and belladonna, such items mixed in with other ingredients and runes & glyphs could make a magic circle to protect one from Lycanthropes or keep a Lycanthrope contained to protect the person and others. Page 128 of the DMG mentions a scroll of protection from Lycanthropes. Included in the possible list of creatures such a scoll is good for is shape changers in general, such as doppelgangers, and druids of sufficient level.

Another type of creature for which there are protection scrolls are elementals. Using the existing rule metric, I would rule that magic circles would protect against elementals, but require items of that element. For example, fire for fire elementals. Another DM might rule opposite elements to contain them, so water/earth, air/fire, or whatever the DM views as opposite. I guess corn starch would be good vs. water elementals, if corn (maize) exists in your world.

Undead in AD&D Part 2

Yesterday, I wrote a bit about Undead in AD&D, with a focus on the Monster Manual and Dungeon Master’s Guide.  [Part 1]  [Part 3]

I got a lot of likes and comments on it, some wanting to see what I had to say about the Fiend Folio.

So today, I will touch on undead as mentioned in the other books in my collection. As someone with a BA in history, and learning to do research via card catalog and actually handling and reading books, the search features of PDFs and other electronic media is so handy. I will ignore the AD&D books I have in physical form, but have not gotten the PDF form.

To be thorough, the Unearthed Arcana does not have any monsters, so no undead there.

Oriental Adventures’ list of monsters does not contain the word undead, and turn is not used in relation to undead.

Fiend Folio
Different searches gave different results.
“turned as” only brought up the Apparition
p. 12 Apparition turned as spectre.

“undead table”
p. 19 Coffer Corpse as wraith
p. 83 Son of Kyuss as mummy

“undead” finds the three above, plus the following:
p. 26 Death Knight – can’t be turned. (I would argue against that.)
p. 51 Huecuva turned as wight
p. Necrophidius (death worm) not an undead so can’t be turned.
p. 71-72 Penanggalan – one form can’t be turned. true form turned as wraith.
p. 73 Poltergeist – wandering poltergeist turned as skeleton, in its “home” turned as ghoul.
pp. 75-76 – Revenant – cannot be turned motivated by sheer force of will. (Magical protections and turning would have a chance and might require a high level cleric for turning in my opinion. Liches combine their force of will with magic, so why not be able to turn a revenant? )
p. 78 – Shadow Demon turned as Special.
p. 78 – Sheet Ghoul turned as spectre
p. 78 – Sheet Phantom turned as wraith
p. 79 – Skeleton Warrior – no chance to turn (they are lich-like, why not turn as a lich or special?)
p. 97 – Yellow Musk Zombie – not a true undead, so can’t be turned. (I’m ok with that. In a sense they are like golems, automata, or animated statues. A druid might be able to turn a plant/fungi type creature.)
p. 115 Undead Subtable that includes MM1 & FF undead on one encounter by terrain table. (There is no such table in MM2.)

There is no revised Turning Undead Table in the Field Folio. I think this would be really handy if you are going to use the undead from this book.

p. 21 Crypt Thing – It does not say it is undead, but its name gives one that initial idea.

Monster Manual 2:

After trying to find one term for searching ended up being “undead” for the Fiend Folio, I stuck with it in other PDFs.

p. 100 Phantoms “Phantoms are often mistaken for ghosts, haunts, or groaning spirits, but they may not be turned as undead. The clerical spell exorcism will dispel a phantom.”  (I would argue that such a thing can be turned. Perhaps as a higher order undead or special.)
p. 109 Skeletal Animals turned as normal skeletons.
p. 32 Demilich – ghost form and wraith form, only ghost form can be turned. (I argue that all “true” undead can be turned.)
p. 131 – Juju Zombie – turned as a spectre
p. 131 Zombie, Monster – turned as a ghast

There is no combined undead sub table with all the undead by terrain type, as we found in the Fiend Folio. Neither is there a revised turn undead table.

I built my own updated turn undead table. It is crude, but illustrates the information one may wish to include.

The groaning spirit (banshee) falls between the mummy and spectre in hit dice, so as I suggested in yesterday’s article, use that to help decide how a cleric can affect it.

TYPE 1 2 3 4 5 6 7 8 9-13 14      
Skeleton 10 7 4 T T D D D* D* D* Poltergeist, Wandering (FF p. 73) Skeletal Animals (MM2 p. 109)  
Zombie 13 10 7 T T D D D D* D*      
Ghoul 16 13 10 4 T T D D D D* Poltergeist, “At Home” (FF p. 73)    
Shadow 19 16 13 7 4 T T D D D*      
Wight 20 19 16 10 7 4 T T D D Huecuva (FF p. 51)    
Ghast 20 19 13 10 7 4 T T D Zombie, Monster (MM2 p. 131)    
Wraith 20 16 13 10 7 4 T D Coffer Corpse (FF p. 19) Penanggalan (True Form) (FF p. 71-72) Sheet Phantom (FF p. 79)
Mummya 20 16 13 10 7 4 T Son of Kyuss (FF p. 83)    
Groaning Spirit                          
Spectreb 20 16 13 10 7 T Apparition (FF p. 12) Sheet Ghoul (FF p. 78) Juju Zombie (MM2 p. 131)
Vampirec 20 16 13 10 4      
Ghostd 20 16 13 7 Demilich, ghost form (MM2 p. 32)    
Liche 19 16 10      
Special**f 20 19 13 Shadow Demon (FF p. 78)  

Of course, if I missed an undead creature, please let me know.

I also searched my OSRIC PDF and found the following information:

Turning Undead table on pp. 129 & 130 lists the same creatures as on the table on page 75 of the Dungeon Master’s Guide.

Monsters are organized by type, so Undead are all in one place on pp. 245-252, each undead has a type number to know how easily it is turned, from 1 to 13 for fiends (term used for demons & devils.). NOTE: Some undead from the Fiend Folio and Monster Manual 2 are included, and others not. I don’t know why this might be other than author preference or copywrite issues.

Banshee (Groaning Spirit) (turned as type 13) This is the same as Special! Wow! That makes a banshee seem even more powerful. [Edit: July 27, 2018 – I read recently that some treat this as a fae creature and thus not undead.]

Coffer Corpse (turned as type 7)

Ghast (turned as type 6)

Ghost (turned as type 11)

Ghoul (turned as type 3)

Lich (turned as type 12)

Mummy (Turned as type 8)

Poltergeist (Turned as type 1 or 3)

Shadow (turned as type 4)

Skeleton (turned as type 1)

Spectre (turned as type 9)

Vampire (turned as type 10)

Wight (turned as type 5)

Wraith (turned as type 7)

Wraith (turned as type 7)

Zombie
Normal (turned as type 2)
Monster (turned as type 6)

Zombie, Juju (turned as type 9)

So one ends up with quite a lot of varied undead, 27 by my count. I am sure there are many new undead ideas in all of the OSR and perhaps other editions of D&D that I am not familiar with. I won’t continue this exercise with other versions of D&D, or OSR products at this time. If I did, it would only be those resources I already own in PDF. It still takes an hour a book to do all the searches I do.

To keep the size of this article under control, I will have a separate article on holy water and magical protections in AD&D. If all goes well, I will post it tomorrow.

NOTE: All the links for the AD&D books are Affiliate Links that help me support my RPG/Blogging habit.

Undead in AD&D

I was reading up on the various undead in the Monster Manual, and noted which ones in their descriptions specifically mentioned throwing holy water on them would hurt them. [Part 2] [Part 3]

For some reason, the articles on ghouls, ghasts, shadows, ghosts, and liches do not mention them being affected by holy water. I thought this was wrong, so I turned to the DMG and found on p. 65 “All forms of undead, as well as creatures from the lower planes (demons, devils, night hags, night mares, nycadaemons, etc.) are affected by HOLY WATER.”

Similarly, “Paladins, lammasu, shedu, ki-rin, and similar creatures of good alignment (or from the upper planes) are affected by UNHOLY WATER.”

In addition to affecting undead, on p. 228 in the glossary of the DMG, it says, “Useful as a weapon against undead or to slow the effects of poison.” Further on p. 115 it slows the effects of becoming a lycanthrope or undead for 1-4 turns.

I also found the bit on holy/unholy areas having an affect on the ability to turn on p. 66 of the DMG.

And of course the ability to make holy/unholy water is limited to at least a 5th level cleric with a font. Fonts are limited to one per religious edifice. and can only be used once per week. See pages 114-115 DMG. If there is a sudden outbreak of undead, the availability and cost of holy water will be a factor. Determining the day of the week the cleric makes holy water will determine just how many spells for healing or other purposes the cleric has prepared that day. Of course, this will only be an issue if there is only one cleric of sufficient level to create holy water.

Some undead have the ability to create like or lesser versions of themselves, from those they have slain. Skeletons and Zombies lack this ability, but Ghouls have it. The AD&D ghoul is the closest analog to zombies in relatively recent media that cause those killed by them to become one of them.

Ghasts are a “super ghoul”, in that their paralyzing touch can affect elves, but it doesn’t mention that those killed by a ghast become a ghast. I would rule that they do, since they are otherwise identical to ghouls.

Of the higher order undead, mummies, ghosts, and liches victims do not become undead. Of these, only a ghost’s victims are permanently dead. The ghost is the only undead with such an unforgiving and irreversible condition. I would rule that a limited wish, wish, or alter reality spell could change that.

Draining powers have some variability. Shadows drain strength, while wights, wraiths, spectres, and vampires drain levels. Ghosts are the only one that age.

Oddly, only the ghoul and the ghast are mentioned as being repulsed by circles of protection. I would rule that the right efforts put into such protections would be effective. This only makes sense, since holy symbols in the hands of clerics are beneficial.

The different speeds of undead is also interesting. The slowest are zombies, mummies, and liches at 6″. The fastest land speeds are ghasts and shadows at 15″. With flying speeds of 18″ for vampires in bat form, to 24″ for wraiths, and 30″ for spectres.

It appears that only ghouls and ghasts get 3 attacks per round. All the rest only get 1 attack per round.

The fear affect by some undead is quite powerful, either causing one to flee, or be inactive with fear, in the cast of a mummy, or flee in fear if under 5th level for a lich. The fear effect of a lich is even greater than that of a huge ancient dragon which “only”
affects up to 4th level characters/4 HD monsters. Since a lich is at least an 18th level magic user, it makes sense that their fear effect is greater, as an 18th level magic user, who acted smartly, should be able to take out an ancient dragon on their own. Thus, the power of a lich could easily result in a cooperative agreement between the lich and an ancient dragon.

The groaning spirit (banshee) is an undead, but is not listed on the turning table. It falls between the mummy and the spectre in hit dice, so consider its special abilities and defenses when deciding where to place it on the turning table.

I find it interesting that a wight has more hit dice than a ghast, but the ghast is harder to turn. With that exception, the turning table on p. 75 of the DMG is in HD order.

As I prepared the image to go with this article, I realized that Dave Trampier seems to have illustrated all of the undead.

Of course, this is only the undead in the original Monster Manual. A separate article or more may be needed to review the undead in the Fiend Folio, Monster Manual II, and other AD&D resources.

Read Part 2 here.

NOTE: All the links for the AD&D books are Affiliate Links that help me support my RPG/Blogging habit.

Mini Review – Automata Run Amok by John Carlson

As I have mentioned multiple times here on the blog, I am in a weekly Wednesday night AD&D [Aff] campaign, Graveyard of Empires, on Roll20. We hit session 132 on November 23rd. John Carlson, our DM, has published an adventure on DriveThruRPG [Aff] & RPGNow [Aff] based on our first few sessions in the game. Being one of two players still running the same characters from session 1, I can say that this look behind the scenes is interesting.

You can read the release announcement on his blog Dwarven Automata, which is the name of his publishing venture.

Here is the marketing blurb:

Out-of-Control automata have driven a wizard from his shop. He would like the PCs to solve the problem (without damaging his creations) while his rival will pay for evidence of the wizard’s dabbling in forbidden knowledge.

This is an adventure suitable for four to five low-level characters written to be compatible with OSRIC and early editions of the world’s most popular RPG.  In addition to full details on a tinkerer-wizard’s tower overrun by rampaging automata, this module includes:

* Random tables to generate elements of a bustling port city situated in the tropics and titles for books on both magic and techno-magic

* Twenty unique magical items of variable usefulness and danger with which to tempt players

* Several unique NPCs and monsters, from a clock maker revolutionary to a brain floating in a machine animated by the spirit of a long-dead racist dwarf

* Eight illustrations by the wondefully talented Luka Rejec

This twenty-page adventure should provide between four and eight hours of Old School fun. Enjoy!

I will say up front that I admit my bias. I think John is an excellent DM who has detailed his world and it is a living campaign where player actions influence the flow of events. Looking back on this from what we have learned over more than 100 sessions shows just how much planning went into this adventure. Even though it is PWYW, and I have  the pre-release, I am buying it.

This 23 page booklet has it all, art by Luka Rejec, maps, new creatures. tables with rumors, random encounters, new magic items, and an introduction for a setting with promises of more cool stuff to come. Luka Rejec is also credited as the editor.

The premise is that a mage has been driven from his tower by ancient automata he has activated but drove him from his tower. The party has multiple ways to get involved with working for the mage, and can even end up working for a rival. Politics and rivalries within the city of Midmark are outlined, and there are suggestions for the GM in different contingencies the players may take to accomplish their mission(s). It is suitable for 4-5 players of 1st or 2nd level.

Luka Rejec’s art is awesome! I love the front cover. Having lived through this adventure in the campaign, my mental images are totally different than the characters and creatures depicted in this booklet. However, that is a personal thing and in no way is a slight to the pictures within.

Of course, John left out things that we haven’t learned yet in the campaign, or that might influence us. What he put in place is a well thought out adventure with various options for how to handle the players depending on what kinds of things they might do in an effort to wrangle the automata.

Our group had opportunity to see the PDF before the art and make suggestions. Finally, we had a look before the PDF was released for final comments and typo spotting.

What I liked:

  • The art and layout is sharp.
  • There is vocabulary to learn.
  • The table of contents is hyperlinked.
  • There is a one page isometric map of the tower showing how each level fits, and each section on each level has the level map.
    • On the following page it completes a DM Quick Reference Sheet with a timeline tracker, options in case of party retreat, and lose ends and future opportunities.
  • New monsters are stated out with a checklist for the DM to keep track of them.
  • There are suggestions for how to deal with the various puzzles/challenges present in each level.
  • There is a table to generate random book titles that is useful beyond this module.
  • Bestiary for new monsters.
  • Table of minor/interesting magic items the players might find searching different locales in the wizard’s tower.
    • These are some very creative items that many will easily find a use for in their game.

What I’d Like To See:

  • In all honesty, there’s not much else I’d like to see, other than the actual DM notes….
  • Seriously, I can’t think of what I’d add. As I mentioned at the start, I am biased and impressed with the scope and breadth of John’s campaign.
  • In the author’s note, I don’t think the bit about ascertaining his talent is needed. A quick glance will show John’s talent.

In John’s blog, Dwarven Automata,  he writes about his campaign and reviews session write ups by the players from his perspective.

I look forward to more modules in the future.

I interviewed John about our weekly game hitting 100 sessions here.

NOTE: Links followed by [Aff] are affiliate links where a portion of your purchase price supports this blog and helps buy products for use and review.

Secondary Skills

From a discussion at 1st Ed AD&D on FB, this was way back on January 1st, 2016 and I never got back to this draft to post it until now.

The actual discussion thread.

Who allows characters to actually use secondary skills?

If you do, how much do they add to the roleplaying experience?

If characters can make items of the quality of this very cool cup, do you allow them to have the potential to be enchanted?

Lastly, what magic would you have this cup hold?

My thoughts:

Decades ago, in my brother’s campaign, he had me roll percentile dice to determine the level of skill my new character had as a bowyer. I rolled 100. He ruled that with the proper tools and materials and time, that skill level could make bows with a non-magical hit bonus of +1, +2, or +3. This also meant that they were of a quality to be made into magical weapons. Not many adventurers have the time to devote to regular crafting, especially if they are magic users.

Of course, this character, a half-elf fighter/cleric/magic user does not have the intelligence to use 6th level spells, so he can’t enchant his own magic bow. However, he might be able to make a holy bow as a cleric…. Hmmmm….

Latest Order From Wayne’s Books

I was perusing Wayne’s Books and found that he had a World of Greyhawk play copy and a Gamma World 1st Edition play copy.

1

 

2

They may not be perfect, but they are the last two things from my original collection that I had really wanted to restore. I last talked about my collection here. Having the iconic maps by Darlene is the best part. I also love the art by Trampier in the 1st edition Gamma World.

Wayne also had two play copies of the Player’s Handbook, so I picked those up, as I wanted a few more for the table. I now have 5 table copies, plus my OSRIC Player’s Guide.

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He also through in a Dragon # 71 and Q1 Queen of the Demonweb Pits.

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John Carlson – An Email Interview – 100 Sessions DMing AD&D on Roll20

I play in a weekly AD&D online game on Roll20. I have mentioned this before, most recently a couple of weeks ago when we hit session 100 and two years of play. Our DM, +John Carlson writes the blog, Dwarven Automata. He agreed to an email interview where I picked his brain about running a game on Roll20 for 100 sessions. This is the second interview posted here.

In my last article, about hitting session 100 on Roll20, I got a few responses on G+ that there were some that had lasted as long, and one that was over 200 sessions!

Last night was session 103, and John sent me his answers to my questions. I was flattered that he found it fun and was ready for more questions. I’m not sure what else I might ask, but I find it interesting and helpful to learn how other GM’s handle that role.

Some of my questions were spurred by conversations we have waiting for all the players to join the Hangout, such as the one about Cons.

I have two questions that are now standard questions for all future interviews, about having women players and women GM’s. This was spurred by an interrupted conversation about it with +Satine Phoenix at Gary Con VIII. I am hopeful that she will soon have time to respond to my questions for an email interview. I am interested in continuing that conversation.

What was your start in gaming?

My first experience with role-playing games happened when I was around nine or ten years old (in the mid-1980s). It was during school – perhaps a half-day – and the teacher said that when we finished our work we could talk quietly. There was this kid, Scott, who sat behind me and he asked if I wanted to play a game about adventures with magic and dragons he learned from his older brother. It sounded good, so he made some paper chits with numbers and had me create a quick character (probably a fighter).

It was a very short game. My character started on some foggy moor outside a village and soon ran across a terrible creature with greenish skin that kept coming no matter how many times I hit it – its wounds simply knit back together. While Scott kept reminding me I had a lantern, which seemed to me like an odd detail to fixate on while being clawed to death by an unstoppable monster, I had my character run for the hills. Not being nearly fast enough to escape, my character climbed a tree and hoped for the best. Scott continued to mention that lantern throughout all this, which was getting really annoying. Eventually, the creature found me and tore me to pieces.

I don’t remember if Scott explained what a troll was or why the lantern was important, but it didn’t matter. Even with that character’s brief and tragic experience, I was hooked on the concept of role-playing games in general and Dungeons & Dragons in particular. Shortly after that, I picked up the full set of first edition AD&D books and convinced my friends to play the game with me as Dungeon Master. Our group occasionally grew to ten or twelve players (including Scott), but the core of it consisted of four and I was almost always the DM from day one.

When did you first DM?

That’s pretty much answered above – sometime around nine or ten years old in the mid-1980s using the first edition AD&D rules (as interpreted by a kid that age with no background in RPGs). All things considered, I did a decent job from the little I can remember. I was pretty quick at eye-balling a situation and assigning probabilities to outcomes, had a decent recall of the rules, and knew instinctively that making fair judgments and keeping things moving was more important than being 100% correct.

Our group transitioned pretty seamlessly into second edition AD&D when that was released and played consistently through eleventh grade with a short break occasioned by hormones and the desire to “be cool” in eighth grade. There was another member of our core gaming group who tried to DM – a smart fellow who ended up going to Harvard and becoming a lawyer – but he was a bit of a rail-roader and the other players took great delight in running his campaigns off the tracks. In contrast to that, my trick was to roll with whatever the players did and make it look like I had anticipated their choices from day one by weaving the consequences of their actions into what was planned ahead of time.

What other RPG’s have you played?

I have played surprisingly few RPGs that are not Dungeons & Dragons. A member of our gaming group in high school tried to get us into the Marvel RPG, but no one else was really interested in the superhero genre (or comic books, for that matter; we were oddly focused nerds). At some point in the 80s, I picked up the MERP core rules because of my love for Tolkien, but that went nowhere because of the overly convoluted tables for resolving combat.

More recently, I tried Metamorphosis Alpha in the game you ran on Roll20. Besides that, my knowledge of other systems is mostly theoretical from reading rulebooks – probably the non-D&D system I would be most interested in running is Kevin Crawford’s Stars Without Number, although that has a lot of similarities to basic D&D underneath the hood and perhaps shouldn’t count as a fundamentally different system.

Do you still play regularly? If so, what RPGs do you play? Do you play online, like with Roll20?

At the end of high school the pressure of college admissions (I went to a very competitive high school) brought an end to our gaming group and I stayed away from RPGs for the next ten years. I went to college, married a wonderful woman, had some kids, and started graduate school to study medieval English literature (an academic interest that grew out of my earlier fascination with Tolkien). I thought about joining a college gaming group, but didn’t have much free time. Or at least that’s what I told myself – looking back, I did find time for a lot of single-player CRPGs like Baldur’s Gate, Planescape, etc., so perhaps it was a bit of academic snobbery and the need to keep up appearances as a serious scholar.

Fortunately, my wife was a casual gamer (tabletop and video) – she had actually tried playing with a group at our undergraduate college before we met, but did not have a good experience – and eventually got me playing D&D again. She moved with me for graduate school and took a job as a public middle school teacher for gifted students. When I picked up the third edition D&D books to check out the new system, she suggested I run an afterschool group for her students. I did that for several years before earning my PhD and getting a job in academic publishing.

Unfortunately, my job in publishing led to a pretty itinerant lifestyle with frequent travel that made running those afterschool games or finding any other in-person group almost impossible. That’s about the time I discovered and backed the Kickstarter for Roll20 (or rather Tabletop Forge, which was combined with Roll20), dug out my first edition books, and started playing and running games in earnest again. After a while, my travel schedule calmed down and I now run an afterschool game at my wife’s school in which my oldest son plays in addition to my online campaign.

Do you do board games and card games, or only RPG’s? 

My whole familywife and three kidsare pretty dedicated gaming nerds and we have a decent collection of board and card games (although we probably all spend more time and money on computer games). We have two full-size bookcases of games including Catan, Carcassonne, Pandemic, Legacy Risk, Small World, Five Tribes, Lords of Waterdeep, various Munchkins, etc. When our schedules aren’t too crazy, we host tabletop gaming parties for some of the neighbors and teachers from my wife’s school.

Do you play any video games? If so, what games? Which is your favorite?

Video games (especially CRPGs and adventure games) were what I occupied myself with during that decade away from tabletop gaming and I have continued playing in the years since – heck, I had a Steam account within a week of the system going live in order to download Half-Life 2. I won’t list all the games I play or have played because that would be an incredibly long and boring inventory (I currently have hundreds of games between my Steam and GOG accounts). My favorites, though, include Planescape: Torment, the Witcher series (especially the third game), The Longest Journey, the single-player KOTOR series, Baldur’s Gate (really all the Infinity Engine games), the Ultima series (especially VII), Tie Fighter, Deus Ex, and the old SSI gold box D&D games. Currently, I’ve been playing a good bit of Darkest Dungeon, Elite: Dangerous, and Euro Trucker 2.

You mentioned that you have never been to a con, after our last session, do you ever think about going now?

I wouldn’t go to a convention for myself, although it might be fun to bring my sons to one. My first reaction when exposed to large crowds is to retreat inward, so those kinds of gatherings are not likely to bring out the best in me. In addition, my preferred gaming style involves a slow burn where events take on significance in retrospect as the campaign progresses – not something one is likely to find in those modules and scenarios suited to quick convention play. Seeing my sons enjoy such an event might make it worth attending one, though.

Are you surprised at the longevity of our weekly game?

It only surprises me in retrospect since week-to-week it just seems natural to show up Wednesday nights and run the game whether its session ten or session ninety. I think there are a number of factors that have helped the game last this long:

  • A core group of dedicated players (both experienced and not) who serve as the institutional memory of the campaign, bringing new players up-to-speed and making sense of the weekly madness in terms of the overall setting. This basic stability has made it possible for the game to survive several changes to the player roster.

 

  • A sandbox campaign design in which the only plots are those of the party’s enemies and allies that evolve over time and react to the changes the group makes in the game world. This also helps with the changing player roster since no PC is essential and no particular adventure hook needs to be followed or completed for the world to keep turning.

 

  • A very consistent schedule so that everyone playing knows that every week (excepting maybe one or two DM vacations per year!) we will have a four-hour game session Wednesday night at 8PM EST. My experience with other Roll20 games is that scheduling inconsistency and last minute DM cancellations kill player dedication and foster the attitude that skipping games without good reason or prior notice is fine.

 

  • A well-organized G+ community for the campaign with player written summaries for every game session and other documents to provide an ongoing record of the party’s triumphs and setbacks. This encourages the players to think about and anticipate the game between sessions.

 

  • A steady drip of information about the game world and its peculiarities delivered not via exposition or any other info dumps, but through the party’s interaction with the world’s factions, civilizations, and dungeons (i.e., the slow scratching away of the trappings of a generic fantasy setting to find the gooey center of weirdness underneath).

Do you ever get bored or burned out by it?

I don’t get bored or burnt out with my campaigns, although certain combinations of players (especially in my afterschool groups) can be tiring. Of course, specific activities in-game where the results are foregone conclusions can bore me in the moment (e.g., enemies trapped in web being slowly turned into pin cushions by archers); also, I tend to spread out my preparatory work since too much map keying or NPC creation in a single sitting can leave me itchy to move on to something different.

It’s likely that my feelings about the campaign owe something to its sandbox nature – it’s hard to get bored when I don’t know exactly what the players are going to do week-to-week and how those actions are going to impact the evolving plans of my various NPCs and factions. I can say that the idea of walking a group of players down a narrowly defined adventure path sounds like the stuff of nightmares, although I wouldn’t knock anyone who enjoys that style of play. I’m sure that just reflects my own weirdness, much like my complete inability to run a module or campaign setting written by someone else.

Do you play in any other online games on Roll20 or other outlets?

As I mentioned above, there is the Metamorphosis Alpha game that you were running last year on Roll20. In addition, there have been a couple of first edition AD&D campaigns run by other players in our Wednesday game – both first-time Dungeon Mastering efforts that I found particularly enjoyable. The thought that playing in my campaign has inspired others to try their hand at running a game is a flattering one and probably the best compliment possible for a DM. That same element of teaching and inspiration, given that the middle schoolers are almost all first-time players, is probably why I have stuck with the after school D&D club for so many years.

There was another fun campaign I played in for over a year on Roll20 – around the same time that our game began – that started with second edition rules and switched over to fifth edition after that ruleset’s release. That game focused more heavily on tactical combat than my own games, but it was nice to broaden my horizons in terms of what is possible with online play. In fact, the implementation of maps with line-of-sight and lighting effects in our campaign stemmed from things I learned playing that game.

Are you in any regular in-person games as a player or DM?

The only regular in-person game I have right now is the after school group for my son and his classmates. That campaign has run for almost two years, with frequent hiatuses to accommodate my work travel and school vacations. It’s quite a different experience from our Wednesday night games even though I am using the same campaign setting and house rules – the impetuousness of inexperienced players ensures strikingly different responses to the same situations when compared to more experienced players who are both cautious and accustomed to the conventions of tabletop gaming. Seeing these kids discover through trial and error the best practices for dungeon delving (i.e. , listen at every door, never split the party, always check the mouths of gift horses for traps) is great fun, as is being their introduction to RPGs and (hopefully) inspiring them to start building their own campaigns.

How many women players have you had in all of your games?

My childhood group didn’t have any women, although that might owe something to the fact that I attended a high school that was all boys. Since then, there have been quite a few women players in my games, but still a definite minority overall. Our own Roll20 campaign had one female players who stayed for ten or fifteen sessions towards the beginning (first-time player whose prior RPG experience was of the MMO kind) and there have also been a dozen or so in my after school club over the years. I suppose it would be fair to count my wife, too, since she played in a game I ran for my sons, so the total is probably just under twenty woman players. In practice, though, I haven’t noticed any real difference in play-styles between men and women so this is not something I bothered to count before.

Have you ever had a woman GM?

I have never been in a group with a woman DM, although there has been at least one female player in my afterschool group who went on to run her own campaign in high school. She was one of those players who you know will run their own game from the first day: a quick study with the rules, interested in the process of running a game, and full of setting ideas.

I like the scripts and other things you have shared on your blog. How long until we get to see some of the promised PERL scripts?

My intention is to have those posted soon. The holdup has been the last major script I wrote to prepare for our Roll20 campaign: it allows the user to generate the entire population of a city district using some of the demographic assumptions adopted in D&D supplements during the third edition era (there wasn’t too much official information along these lines prior to that). Unfortunately, that particular script uses versions of both the leveled NPC and commoner generation scripts as subroutines I have since improved and published on my blog separately. Ideally, I would like to tweak the district generator to use the most recent versions of those other scripts before publishing, but that involves combing through the code and remembering how it fits together.

At this point, I’m leaning towards just posting the current version of the district generator with a note explaining its limitations and my own decision to stop using that particular tool in favor of building up the generic NPC population of a city on-the-fly as gameplay progresses. Once I do that, I will publish the source code for all the PERL scripts on my blog for others to tinker with as they wish.

What does D&D mean to you?

This is not an easy question to answer without resorting to something glib – in fact, part of the reason I don’t grow bored with Dungeons & Dragons is that the game’s meaning to me is not a static idea. Sometimes I see it as a simulation engine that allows me to model both mundane and fantastical events, resolving their outcome through a combination of logic and random chance. At other times, though, it strikes me as a multi-faceted outlet for creative energies of all sorts, allowing one to dabble in illustration, improvisational drama, fiction writing, fantastic architecture, and other artistic endeavors. Perhaps it is ultimately that tension created when one explores the chaos of imaginary creations by imposing the rigid logic of mathematical formulae that fascinates me most. Such work is a Sisyphean task in which the reward (i.e., fun) comes from trying and failing and then trying again while sharing that experience with others.

THOUGHTS

This was a cool exercise and helped me learn a bit more about someone I have known online for over two years and would know his voice anywhere. But I don’t know what he looks like, as we are audio only for our Google Hangouts to improve performance. John is an interesting guy and has areas of knowledge and experience that make him a great storyteller. He has intricate descriptions and leaves us wanting more. John doesn’t do funny voices or make noises to move the story along. He role plays NPCs plainly, almost flat sometimes, but the content of what they say is relevant and fits the situation.

One of the players has recorded the audio of several sessions. John commented that he doesn’t like the sound of his own voice. I think most of us have that issue. I don’t think there’s anything wrong with his voice.

I find myself being curious of one thing, what would it be like to play face to face? Being able to see his facial expression and body language would contain a lot more information. I think that after this long, I can tell from certain pauses and intonations a lot more than I would otherwise.

We use a theater of the mind style and early adventures the players did the mapping, but for quite some time, John has used the lighting features to reveal the map. This has sped things up and saved time trying to figure out the map.

I like John’s presentation with the breadth and depth of his world. I have learned a lot from him. I appreciate his way of making it work, and have learned some things from his interpretation of AD&D. He welcomes questions and explains where he is coming from. If we make a good point, he changes his mind. Be we have had rulings I did not agree with, but it is his game, and we move on.

A couple of times I have asked for the page in the DMG he used to make certain rulings, as I had no recollection of his interpretation. Sometimes, the way my brother and I, and our original group did things is nowhere near the way John does it. I find that I could be a rules lawyer without too much prompting*, but don’t like it. I hate interrupting play. It takes our group far to long to make decisions about actions. We’ll spend an hour of our play time arguing about how we want to do something. It is role played, not necessarily with voices, but with the attitudes and motivations of our characters.

I look forward to many more sessions, not necessarily with the same character, unless we survive our current predicament….

*How many have the guts to admit that? I think that is yet another argument for fewer rules and the players not needing to know the rules.

Ogre Island and The Black Crate – My Saturday Session at Marmalade Dog

Here is my promised follow up post to my write up of Marmalade Dog 21, about the AD&D session I ran using a scenario from my campaign.

Urman the great is an archmage who has a stronghold on Ogre island. He sends adventurers to get information and items from the ancient city that is overrun by ogres, pirates, and other things. In this scenario, the rumored black crate, was on a ship caught in the same storm that nearly took the ship the players were on. The black crate is a large steamer trunk that agents of Urman send special items to him. He hires the newly arrived party to go and retrieve it. He gives them a magical lock that will return the crate to him. It has been magically hidden, so he can’t just find it himself, and being an archmage, has other things taking up his time.

It was a fun session and +Laura Rose Williams drove from Lansing after a meeting and a birthday party, just so she could play in my game. That was so cool! Her druid decided to cast a spell against some giant spiders they found when they decided that they wanted to go check out the ancient college of magic. She lost initiative, and got bit twice, and failed her save versus one of the bites. That was in less than the first hour of play. Laura said, “What is this DCC?” Which got a big laugh, as many at the table play DCC. I met Laura last year at Marmalade Dog, and we both played our first DCC last year.

Mourning The Dead Druid
Mourning The Dead Druid

I let her use the magic user, who had a spell that ended up saving another player at the end of the game.

I was supposed to have pre-gens ready for the players, but I had technical difficulties. So I had an idea that everyone liked. I hand wrote character templates on index cards. I started with just the random magic I rolled up from the tables in the DMG. Weapons and armor, potions, scrolls, wands, and miscellaneous items.  I then figured out THAC0, number of hit dice, minimum ability scores, saving throws, and base abilities for thief and monk, and number of base spells for spell casters.

These were 5th level characters, and based on the experience points to get a magic user and illusionist to 5th level, the druid and the thief were 6th level. Other than one magic item I rolled that I did not remember being a cursed item, and another that required exceptional strength to use, the others worked out well. I re-rolled those two items. I then had the players roll stats, and if they rolled really bad, would have at least the minimum stat needed for that class. That gave it a bit of customizeability that the players liked. I let spell casters choose whatever spells they wanted. The players really liked the amount of things settled for them, but that they still had a hand in creating their characters. I didn’t time how long it took, and of course, most of the time was taken up by spell casters choosing spells.

With most of the choices they made, and certain magic items, a first level party could have played this scenario and completed it. They avoided combat for the most part, and did a lot of bluffing their way through. Of course, there were several key rolls I made for the bad guys that made it easier for them. One NPC just missed his roll to realize there was an elf and a cleric of the wrong religion present that really made things easier for them.

The players really liked that this was a sandbox scenario, that I didn’t force their hand. I let them go into the college of magic that is abandoned and full of nasty things. They lost the druid to giant spiders and decided to leave. A raging flesh golem crossed their path, but didn’t see them. A different roll, and they’d have had a fight. They just walked past a group of goblins arguing over guard duty, and bluffed their way into standing watch on the wreckage of the ship so they could explore it.

I told them that I didn’t come up with a good name for the wrecked ship, and The Storm Witch was suggested. What a great name! I’m keeping it! The crate wasn’t there, so they managed to go to the tavern that served the pirates and got a lead in the general direction of the crate. It was decided to use the ancient aqueduct system to travel above the city. This allowed them to avoid most encounters, and lookouts and others didn’t manage to see them up there running around.

They had an encounter with a harpy that charmed three of them, but the cleric used his wand of fear to drive off the harpy, and dispel magic to break the charm. They were sneaky and managed to avoid detection until they got in sight of the crate being guarded by 8 ogres. The illusionist used invisibility 10′ radius to get them close enough to use the two potions of ogre control that Urman gave them, and convinced 6 of the ogres to go check out a fight, and those six convinced one of the remaining two to join them.

Then they waited until those 7 were out of sight, and used a wand of paralyzation to freeze the last ogre. They then ran up and attached the lock before  they could be stopped. Goblins ran up and shot them, and knocked the illusionist to 0 hit points before the magic of the lock and crate took them out of range. It was a challenge to grab the illusionist and keep him from falling off without one of the one’s grabbing him also falling. After a string of hilarious rolls of failure to attempt to grab the illusionist, the last thing that worked was feather fall, cast by Laura’s wizard, and they completed the mission and were congratulated and thanked by Urman.

We got done an hour early. This was because they only fought when they felt they had to, and withdrew when the fight was going against them. Had they had more fights, or not been as sneaky, the outcome would have been much different.

I made them give back the index cards, because I plan to type those up and can make templates based on levels. That’s one thing I really like about OSRIC [Link Reporting 503 for months: http://black-blade-publishing.com/Store/tabid/65/pid/39/OSRIC-Hardback-print-.aspx], that it groups all the information you need on a given class into one place. It has every class from the AD&D Player’s Handbook, except monks and bards. AD&D bards are too complex, I will use one of the other OSR bard classes going forward. I will reserve AD&D bards for NPC’s, as they will be rare.

I will write up a separate article on my templates, and have an example that is typed. In addition, a cheat sheet with limitations for each race would be needed. My goal is something small and portable, either index cards, or maybe a booklet with all the information in each.

Marmalade Dog 21

Marmalade Dog 21 was Friday, Saturday, and Sunday, March 18-20, 2016, at Western University in Kalamazoo, Michigan. I had planned to attend today and play in the first slot, but I woke up with a stuffy nose and ear, and a sore throat.

We did not have an official OSR slot this year, like we did last year. I have decided that once we find out when Marmalade Dog is next year that I will step up and coordinate an OSR track. The exception is if it is the same weekend as Gary Con. Last year, the convention was in early February, so I asked if they know yet when it will be next year. The answer is that the university tells them what date they can have, or occasionally what dates they can choose from. So such a variable makes it understandable why it isn’t consistent with the month they have it. I live in southern Kalamazoo County, so am only about 20 minutes away from campus.

Normally the deadline for GM sign up to run games, and get free admission, for each day that they run a session, and a t-shirt, is December 31. I didn’t get signed up to run a game by then. In February, I looked and there were some OSR type games, but three sessions the first, fifth, and seventh, did not have any. So I signed up at the website for the first and fifth session, and was not automatically rejected. I never got an email for confirmation that I wasn’t rejected. So last weekend, I went to the website and checked, and my sign ups were on the list of scheduled games. I then hurried up and got ready.

Session 1: 3:00 pm on Friday. As with last year, no one showed up to my game. If things work out to coordinate an OSR track next year, we’ll have to drum up enough players to commit to a first session game.  I ran the same thing for Session 5 on Saturday.

Session 2: Friday was 7:30 pm – 11:30 pm. +Forest Ray ran a Swords & Wizardry Complete setting, called Muskets & Magic Users. It was S&W with muskets. We were first level adventurers hired by the town to go stop the pirates who raided their town. Non magic users got issued a musket that did 1d12, that fired once per round. Magic users got a wand of magic missile that had 5 first level spells per day and regenerated its charges overnight.

That was a fun little session, and my magic user used Charm Person to make a “friend” of one of the pirates that was on the raiding party that came into the tavern where we were. This made it easier to find the other pirates in the raiding party, secure their boat, and go out to their ship. We managed to take the ship and go clean out the pirate hideout, then go fight the dragon ship of the pirate queen. It was a fun game.

Forest always hands out goodies for his games, and we each got a bag of dice and a button with the name of his game, and the rules system. Forest came down from Lansing and got a hotel to run and play games all three days. In addition to swag, he brought 3 copies of Swords & Wizardry Complete for reference. I didn’t bring mine as I was already lugging three AD&D Player Handbooks, the OSRIC Player Handbook, and a DMG for my earlier session.

Muskets & Magic Users
Muskets & Magic Users

Charles, who played in one of my sessions of Homlett from last year, and was looking forward to my game Saturday night. He said he runs Swords & Wizardry sometimes. He actually lives in my town, but I lost his number. I put it in my cell so I can’t lose it. We also had a couple, Joseph and Priscilla, who played S&W for the first time and had a blast. They were both experienced gamers. He lives in a town about 15 miles south of me, so we are planning to get together IRL for gaming. She lives about a half hour away in the other direction. We had one other player, and I am blanking on the name. I did not think to take a picture of play at the table.

Session 3: 10:00 am on Saturday, I played DCC’s Frozen in Time as a 0-level funnel, by +Mike Carlson.  Mike came down from Lansing for the day. I played this funnel with him last year. Others had played it, but I didn’t remember most of the key details, so it was like a new adventure. I only remembered things as we encountered them. It was a good time. We had a full table with 6 players. Four of us were experienced gamers with DCC experience. The other two were a couple, Seth had RPG experience, and this was Gretchen’s first roleplaying experience. She had a good time. This couple lives about an hour away, in Benton Harbor, so they are having a challenge finding a group. +Clayton Williams from Lansing and +James DeYonke and his friend Dave, from Ann Arbor, one and two hours away, respectively.

DCC at Marmalade Dog 21
DCC at Marmalade Dog 21

Session 4: 3:00 pm, Saturday. +Forest Ray ran Da Orkz Iz Back, a White Star scenario. I meant to bring my White Star books, but didn’t think to set them out, or put in my bag before I went to bed. This was the first time I had played White Star. Mike Carlson joined in, as did Charles, Joseph, and Priscilla from the night before in Muskets and Magic Users.

Forest & Players White Star
Forest & Players White Star
White Star At Marmalade Dog 21
White Star At Marmalade Dog 21

This was a scenario that needed at least one Star Knight and one pilot with the rest mercenaries. I rolled up a very uncharismatic Star Knight, and we had two pilots and two mercenaries. We were hired to investigate the loss of contact with Altair 6, a relatively new colony. There was no contact with the Star Knight Monastery, the city, and the star port. We found that legendary orcs who were thought to be myth were real, and were working with a couple of Void Knights. My Star Knight couldn’t hit the Void Knight with his star sword. The rest of the party gunned down the other Void Knight and one of the pilots picked up his void knight sword and managed to stab the void knight I was fighting. In another combat, I finally managed to hit something with my star sword. I was much better when I was shooting my blaster pistol.

Da Orkz Iz Back
Da Orkz Iz Back

Session 5: 7:00 pm on Saturday. I ran a scenario based on an area of my home campaign that I wanted to flesh out – Ogre Island and the Black Crate. I will write up a separate article on this.

Sunday has two sessions, Session 6 at 11:00 am and  7 at 3:30 pm.

Session 6: Forest ran Mutant University using the Mutant Future system. I had planned to attend that before I woke up with a cold and no energy.

Session 7: did not have any what I thought were obvious OSR games. I was thinking of playing a game of Fate, which I have never played. Maybe next year.

What I learned from this experience.

  • I need to commit to this local con, since it is in my backyard. As long as it does not conflict with Gary Con or other things I want to do, I will go.
    • If it is the same weekend as Gary Con, I can still try to coordinate an OSR track, for any not going to Gary Con.  I can recruit an assistant to handle things of the actual weekend.
  • Last year, after I saw how much time it took me to get ready to run Village of Homlet, I decided it would have been just as easy to come up with my own scenario that I would know like the back of my hand.
    • This idea proved true. I used the opportunity to flesh out an area of my campaign I had been wanting to do for a long time.
  • People will drive from a couple hours away to come for Saturday. A strong OSR presence could attract a lot more people.
    • Advertising on G+ an other outlets could increase the attendance.
    • Keep the line of communication open with other players from the region.
  • If you run a 6 person game, you get one folding table that is just big enough. If you run an 8 person game you get two folding tables.
  • Swag is cool. Perhaps publishers would provide swag, or templates for GM’s to make their own swag.
    • DCC has some cool stuff with bookmarks, buttons, pens, pencils, and more.