Tag Archives: AD&D

Hex Paper For Mapping

Finding a good and affordable source for hex paper for mapping is a challenge. I am old school because I still have a few of the TSR hex paper sheets that I won’t use, because I can’t easily get more. One package served my brother, Robert and I well for many years, but I need more to do the kind of mapping I want to do.

I can scan the folded sheets and print out, or go to a copy store and make more expensive copies.

To add to my collection of pads of graph paper, I ordered two softcover books of hex paper, one with .5 inch hexes, and the other with .25 inch hexes.

Hexagonal Graph Paper
Hexagonal Graph Paper – What a crappy picture? I should fire my photographer…. Oh, wait, that’s me.

The .5 inch hexes are a book called Hexagonal Graph Paper, by Paul Fleury, c. 2014. It has 100 pages, i.e. 50 double-sided sheets. There is an approximate half inch border all the way around. The lines are dark/bold black. This makes them show up well, and they would be clear if a map were colored with colored pencils, and perhaps felt tip pens. The printing on both sides of the page are lined up, so there is no offset hexes when held up to the light.

The one drawback is that the pages are not perforated. Separating the sheets risks tearing the part of the page you want to keep. You could get an X-acto knife to cut out each sheet, or cut off the edge with the glue and separate all the pages. However, that would defeat the handy package of having it all in a book.

Since the hexes are such dark lines, I don’t know how easy it would be to clean them up/remove them if a map was scanned for use online.

Technical Sketchbook
Technical Sketchbook

The other book of hex paper is Technical Sketchbook: Hexagonal Graph Paper 1/4 Inch by Joe Dolan, c. 2010. It does not say how many pages, but I guess it is 100 since it is the same thickness of the other book I did buy this knowing from Amazon reviews that there is an imperfection on every page on the right side of the page. One hex has a stray diagonal line in it. Due to the lightness of the ink, it is hard to catch at a glance, but is easy to find if you look for it.

The ink is more of a light gray, so heavy coloring could obscure the hexes. Scanning might not pick up the hexes. There is about a half inch of border along the top and bottom, but the sides is about a quarter inch. The margin on the right side widens, and the one on the left side narrows as you advance through the book. Unlike the other book of half inch hexes, this one has a border around the hexes that “cuts off” the hexes on the edge. There is also a line across the top of each page. I suppose it is there for a place to write a title for each page.

Just like the other book, the pages are not perforated. The shrinking inside margin makes removal even more tricky than the other. The hexes are “jagged”. That is, the lines look somewhat like they were printed with a dot matrix printer. These stippled lines are rough/pixelated on the diagonals of the hexes. Scanning would exacerbate this, for the parts of the lines it might pick up.

From just looking at the sheets in each book, I think they will be fine for drawing maps. If the idea is to use maps at the table, they will get fingerprints, oil and sweat from fingers, drips and spills from drinks, crumbs from food, etc. If you are looking for fancy paper to do award winning art, these are probably not for you. If you are looking for a not too expensive source for hex paper for making maps that you will use, these will do.

From my experience with hex map making from back in the day, the 1/4 inch hexes are good for the general idea of what is in an area on a large scale map. The 1/2 inch hexes are good for the greater detail when zoomed into the local area, for 5 or 6 mile hexes, or perhaps smaller.

Once I start making some maps with them, I will scan some samples and post in a future article.

Checklist For Gearing Up For An Online Campaign

I keep fiddling around here and there with ideas for getting my real life AD&D campaign world in shape and organized to run as a successful online campaign.

The last few weeks I have realized that I do more talking/blogging about getting ready than getting ready. I collect neat ideas that I want to remember that I want to have ready for possible use in my campaign. Rather than just talk and haphazard idea collecting, I have resolved to actually do it.

To make sure that my actual preparation is on track, I will make a checklist of things to do and principles to guide my efforts. Since these are things I feel I need to do for me to run an online campaign, I through that I would share the list, in case others find it helpful. Better yet, you might have suggestions that I can use.

My list should be generic enough that even though I mention some specifics of AD&D/OSRIC, it can easily be modified for any genre. I also have interest in running campaigns for Metamorphosis Alpha and White Star, so the same steps, except there is no preexisting campaign to draw from, would apply. Finding the time to run one online campaign, let alone make preparations to do three won’t happen overnight. I could do one shots or once a month sessions for the other potential campaigns. I will get the AD&D/OSRIC campaign off the ground and running before starting another one.

First, what are the principles/guidelines for my online campaign.

RULES/GENRE: First Edition AD&D/OSRIC Fantasy with house rules, If players don’t have access to the Player’s Handbook, point them to the PDF and available print options for OSRIC.

STYLE: Sandbox & Theater of The Mind

TECHNOLOGY: Go with what I know and have experience.

  • Roll 20 & Google Hangouts for play. (Free option, can pay to avoid ads.)
  • A G+ Community to gather campaign information. (free)
  • A Google drive location for shared documents.  (free)

CAMPAIGN: My existing campaign with the clock rolled back to the starting point of the in-person players. This gives me all the ideas I have already used and avoids having to re-stock all the locations that were cleared out. It also allows me to incorporate things that happened in prior play, especially polishing off the rough edges and filling in gaps that prior play revealed.

An added benefit of this is that all the work I do in preparation for an online campaign and actual play will add something to the in person campaign.

Second, the to do list needed to get ready. Remember the KISS method!

  1. New DM map. My existing hand drawn map sections don’t line up right, and I just fudged it at the table. The PDF’s I found online with a section with hexes and an area to make notes were not quite right the way I filled them out.
    1. Note on all maps – they don’t have to be fantastic works of art, just good enough to get the point across.
  2. Player’s Map. I haven’t worried too much about a player’s map in live play. I do have a rough map of the town where they have made their base. If the players online want to buy a map, I will need something in electronic format to give them. I will need the town map in electronic format.
  3. Campaign Introduction. Short document to give a sense of the world and the current situation in the campaign the characters will enter.
    1. Have a TL;DR section at the top with bullet points.
    2. Race and Class specific notes. For example, magic users & illusionists would have knowledge of certain things that other classes would not know. There is a campaign situation reason that a starting player can’t be a half-orc in my game.
  4. House Rules Document. Make it clear how I do things and what rules I use, don’t use, ignore, add, modify, etc.
    1. Have a TL;DR section at the top with bullet points.
    2. For example, I don’t hold to the level limits.  I also don’t use weapon speed.
    3. I only use the classes in the Player’s Handbook.
    4. Only some mundane items from the Unearthed Arcana, Wilderness Survival Guide, and Dungeoneer’s Survival Guide.
    5. Meta-gaming and out of character outbursts have a way of becoming reality….
    6. Silver standard
      1. Price Sheet with silver standard
    7. XP for session summaries and writing up people and places.
  5. Review campaign notes.
    1. Town – Electronic map, place things that need placing, add businesses and NPC’s as needed.
      1. Both Player & DM version.
    2. Revised area map – Make it match what I envision in my head and not how it ended up on 4 or 5 different sheets of hex/note paper.
        1. Both Player & DM version.
    3. Perhaps a map of the known world that might be available to the players.
    4. NPC’s – Organize list of NPC’s for online play. Add or modify NPC’s as needed.
    5. Add classed NPC’s for every class present in my game to save time. Ideas in my mind need to be written down and clarified.
    6. Add NPC’s for each race present in my game.  Ideas in my mind need to be written down and clarified.
    7. Review existing dungeons, lairs, scenarios, etc. to make them fit my revise area map.
    8. Review encounter tables – Tweak as needed.
    9. Method to track notes and ides generated by player outbursts, fears, ramblings, kidding around, and actual stated goals/desires of players.
      1. This will probably be as simple as a next session note pad. Perhaps even a separate pad or side of the page for future session ideas. A stenographer’s note pad had the line down the middle, so that might be simplest.
    10. Timeline/events – Stick to the major events that were pre-generated or that developed from the live campaign. Modify them as the players interact with the world. It will be possible for player activity to speed up, slow down, or stop pre-generated events.
    11. Make a note of anything that I think of as I go through and organize my notes so I don’t forget anything.
    12. Don’t mention any possibilities to players that I am not prepared to back up with preparation for the players to go in that direction.
    13. Longer list of rumors/rumor table.
    14. Generate more names to be ready to name NPC’s.
    15. Re-use weather events and other happenings.
  6. Configure dice and other macros and documents in Roll 20.
    1. Have a document or links to tips for Roll 20 and how to do macros, etc. in case there are players new to Roll 20.
  7. Write up description, etc. for Roll 20 campaign page.
  8. Build G+ Community for campaign. Description, categories, etc.
  9. Locate a good source of images to use for setting the tone for the site and each adventure. I really like how the DM to my weekly online AD&D game does this.
  10. Invite Players & set time for the campaign to begin.
  11. Schedule Time With Each Player to create a character and a backup character. Determine date and frequency of play. Day of week, and weekly, bi-weekly, monthly, etc.
  12. Prepare a better space for holding he materials – maps, notes, manuals, and a place to roll dice and take notes.
  13. Technical – Get a cable so I can run two monitors.
  14. Last minute stuff prior to first session.
  15. First session.

Any other ideas or suggestions are welcome!

 

May Mythoard Review

I received my May Mythoard on Saturday, but have been very busy. My weekend was full of lawn care and gardening, and this week has been crazy busy with work. I got pictures when I opened it, but haven’t written it up until now.

Work greatly slowed down today, so my energy level and general enthusiasm to concentrate on anything is still here. My last post in my scheduled posts ran out yesterday, so the timing is perfect!

Group Shot
Group Shot

A monster token of a Lich, I think. These aren’t my thing, but the art is cool and it’s a magnet. You’re not supposed to be able to see the surface of your refrigerator, right?

Monster Token
Monster Token

The Wombat Notepad is tiny! It is two inches by two and a half inches, with 16 pages. I like the cool skull and crossbones graphic. I am not sure how practical such a small pad would be. It is well made but is just not my thing. If a tiny notebook is what you’re after, then this is it.

Wombat Notepad
Wombat Notepad
Wombat Notepad
Wombat Notepad

Ideas for doors. I don’t know that I would have bought this if I saw it at my FLGS. It has some interesting ideas. It has cards for doors, traps, and special. Of course, it says that it requires the Pathfinder RPG to use the cards. I take it that Pathfinder has very specific rules for doors. One can easily take the ideas in this deck and use it for any game. I’ll go through this in detail later, but I am sure it will add some variety to the doors placed in different location in my games.

How many doors can you describe?
How many doors can you describe?

How did they know I didn’t have enough dice! I like the color. My mom would approve, red was her favorite color. After the recent video about testing the balance of dice, I wonder….

Chessex Red Dice
Chessex Red Dice

The Blessed Alehouse Tavern is a continuation in the series of the Mythoard setting. This half-page stiff card stock has a description, 3 NPC’s and a d12 rumor table on one side and a map of the tavern on the other. Unlike the last two Mythoard’s this one is not hole punched. The tavern map would be marred if it were punched since the art goes all the way to the edges. Without the holes, one has to have a notebook with pockets or other means to carry it securely.

This is a cool tavern that would work in any small village, and is a good example for others to come up with ideas for their own taverns in other locations.

Tavern!
Tavern!

+Jame’s Spahn’s White Box Omnibus softcover. I won a PDF of this on an RPG podcast for Swords & Wizardry Appreciation Day.

I wrote a favorable review of the PDF and find that the book is well made and easily a handy resource for the table. Real old school is being able to game without electricity. 😉

White Box Omnibus
White Box Omnibus

I am really liking these old school magazines! This issue has 408 Elven names and their meanings from The Silmarillion. I like lists like this. My brother, Robert, made a handwritten list of his own from various books by Tolkien so players could make up their Elven and Helf-Elven character’s names. It was also used for him to generate NPC’s. I think I typed up a copy myself. If I can find that copy, I will compare it to this list.

Dungeoneer #18
Dungeoneer #18

This month’s Mythoard had more things that I am likely to use in a real game, or to give me ideas to use in a real game, than some of the stuff from last month.

Old Characters As NPC’s

You might be thinking of your characters get to a certain level in the game and retire to become famous NPC’s for future players and characters to encounter or hear tales of them.

However, what I want to think about for a bit, it using YOUR old characters as the NPC’s in YOUR campaign/world. How many of us have had perfectly good characters that you roll up and get to playing and maybe get to play in only 1 or two sessions before the group falls apart? Perhaps you manage to play in a lot of sessions and only gain a few levels. I have several of my more well-liked character’s sheets.

I have long thought of using them in my game. Some of them could make a cameo appearance, as their personalities would make for an interesting encounter in a town, dungeon, or other odd situation. Others might be NPC’s that have information the players can use, or might take advantage of or rob the characters.

Some of them could be thrown across the dimensions and just make a quick appearance as window dressing or a maguffin/red herring.

Some of my past characters did not have well-defined qualities, or only certain qualities that can still be useful for NPC’s. Why not take the creative energy you used to create those characters and use them to bring in whole cloth a new NPC, or borrow bits and pieces to make similar NPC’s. It can’t hurt to borrow NPC’s from all the DM’s you’ve ever experienced. I know I borrow the way my brother portrays hill giants. “Aw’rite, what ya got, we’e here ta loot ya.” As they menacingly tap a hug club in their hand.

Being a good DM/GM is taking ideas from all your experiences from TV, movies, books, and the rest of life to add a sense of life to the game. Why not include your past characters in the mix?

Getting Ready To Play, Or Not

I just get disgusted that I don’t get things where I can run a game. I started the process of getting my ducks in a row to run a campaign on Roll 20 about 16 months ago, but never got the campaign ready. Now that it is warm here in Michigan, I want to spend time outside, so I am not sure when I will make it ready. It doesn’t help that I have ideas for other genres of RPG’s in addition to my original plan of an online AD&D campaign.

I have my campaign world for AD&D that my sons and others play in.  My idea is to roll back the clock for the online game to use the scenarios I put my face to face players through. I require a certain level of preparation to make me comfortable for the players to go off the “rails”. I can ad lib quite well, so the issue for online play is that it is easier, in my mind to have some things defined that I don’t have to worry about with in person play.  As I write this, I find that my inability to describe what it is that I feel a need to do to get ready, makes me even wonder what I’m waiting for.

Part of the problem is that the map in my head has diverged in play from the map I started with and it gets confusing trying to mesh the two, so I need to re-do my map for the starting area. I have a lot of stuff defined, and plenty of ideas for other things, so the sandbox won’t need re-stocking for a long while. Re-setting the clock to the start of the original campaign gives me a lot of things to use, and I learned what worked and what didn’t from the first time through some things, that I could make them better. That is better in quality and my presentation to the players.

I think the only other thing I’m really waiting for is having the details of Roll20 ready to go, and decide how to proceed. Base on the weekly game I am in, the DM had an hour one on one with each player to generate two characters, a primary, and a backup for the inevitable death, so that it would not delay things to get back into play. I think I just need to decide to do it, clear the decks set a time, and advertise for players.

My other ideas for online games are for Metamorphosis Alpha, and now also White Star. I think I need to get one up and running and get all the kinks worked out on how using Roll 20 works best for me. I’m good at the player side of things with Roll 20, but I don’t use the DM tools regularly.  I have scripts for rolling all the dice to speed up my play, so I built those same scripts into my Roll 20 campaign.

So, I guess that I am out of excuses. Nice weather to be outside should be the only exception. If I end up getting stuck inside due to storms I will work to get my notes and map(s) revised.

It may not be the best time to start a game, but I will see what I can do to get one up and running by the end of the month. I think that Friday nights or sometime Saturday would be the best time for me. By that, I mean best so that I am not rushed and tired by the end of the session and am a zombie for work the next day. If I ran a game during the week, it would need to be done earlier than my Wednesday night game. I guess this is an announcement that I’ll have more fodder for posts. That’s a good thing! (I remind myself.)

What Is The Most Impromptu Game You Have Ever Played?

Way back in college, I don’t recall if it was over one of the breaks or over the summer. I was home at my parent’s, it was late in the evening. I was talking with my two younger brothers, when R showed up.

R was drunk, mad as Hell, and pissed at the world. He had been unceremoniously dumped by his girlfriend, and got drunk before coming to our house. He had murder on his mind and in spite of his inebriation, had the idea that it was better to kill monsters in a game of D&D than actually kill someone. I think he was just looking to find someone to fight to help deal with the overwhelming feelings, and realized after he was drunk that wasn’t the way to deal with it. R’s exact words, when we opened the door were, “I need to kill something.” In a menacing tone as he swayed.

My brother, Robert was our DM, and is close enough to me in age that we were in the same grade through school. Robert is a big guy, about my height but broader. R was a year behind us in school. R is bigger than Robert. Once in high school, R said, “Hey, Robert, how’s it going?” Robert was having a bad day, and grabbed R and tossed him across the hall and R hit the lockers and slid down them landing upside down. Or so all the witnesses, include Robert and R later said. I was down the hall when this happened, so I missed the actual event. R is a pretty chill guy, and said something like, “So, having a bad day?” So it takes a lot to get R to the point of being ready for murder.

Robert acquiesced to R’s request and we set up in our usual spot in the basement/garage area. We had an old couch and some other things down there. I believe we were already there when R showed up, so my parents did not know anything about it. Our parents trusted us, new R and R would listen to them, if they had known he was there.

It was a good game as I recall, and got better as R sobered up. Robert was great at running stuff on the fly and he had a huge sandbox with lots of ideas and things planned out, and we sat down with three players, R, my youngest brother, Kent, and me. It was probably something we would have done anyway, so it fit in and worked well for the spirit of the campaign. The good guys, that’s us, were always killing orcs, and other baddies, so that’s what we did.

After it was over, Robert made clear to R not to do that again, i.e. show up drunk, pissed, and want to play. At the time, agreeing to the demand was the easiest way to keep him from getting back in his truck. (Our paternal grandfather was killed by a drunk driver when we were 6, 5, and 3, after he was almost home from driving out 3 or 400 miles to visit and meet our baby sister. So we have no tolerance for that. )

Other than the drunk part, if R had just shown up, we probably would have played anyway.

I guess there might be worse reasons to play RPG’s than as an excuse not to mangle someone. RPG’s can be therapeutic, in that sense, as you can mangle monsters and bad guys with the kind of payback you wanted to dish out to someone in real life.

That was the weirdest beginning to a session of D&D of my life. What about you?

AD&D Manuals Online

WotC has gone back and forth with the availability of the core manuals, and others, for AD&D since they re-released the PDFs after all the hullabaloo a few years ago when some people put the PDFs online for all to take without the copyright holders getting their cut. Many agree that WotC overreacted, but a year or two later, they relented.

When they re-released them, they made them available on a new site affiliated with OBS, D&D Classics. All the materials you buy at Drive Thru RPG, RPG Now, and D&D Classics all share a common library, and once you buy them, you can download them whenever you want, even if those titles are no longer for sale.

I like AD&D, it is my preferred, go-to RPG. I want to be able to get others interested in AD&D, or parts of it. Those involved in the OSR know about how great a resource the Dungeon Master’s Guide is. There are only so many hard bound copies available, so without a means to get a legal PDF, people do without, or break the law. While the DMG and the Monster Manual are not needed for players, it is difficult to have players that don’t have access to the Player’s Handbook.

OSRIC and other clones are close enough to AD&D that you can get by without the original rules, but there are differences to be aware of.

For in-person play, it is not an issue, as I have multiple copies of the Player’s Handbook. I also add to my collection by buying all the 1e PH’s I see when I visit my FLGS. With online play, one needs players with their own copy of the PH or OSRIC or pick another clone for the rules.

I understand that 5e is the current latest and greatest, but I would like to be able to run things in an online game and have legal access for my players. I’m not going to make available my copy of the Player’s Handbook, because it has my name and account number on it. Right now, 3e is available as PDFs, and the AD&D 1st Edition books other than the big three are available.  Until the Player’s Handbook is available, I will make do with OSRIC.

I also would like to get Chainmail and the OD&D PDF’s. I’d buy the OD&D wood box reprints, if I could find one priced at the level that it came out. WotC’s website is not a commerce site, you can’t buy direct from them, at least not that. I’ll just have to make do with clones, like Delving Deeper.

EDIT – As Requested, here are the links to the OBS sites for obtaining manuals and modules. Just search for the one you want.

DrivethruRPG – http://www.drivethrurpg.com/index.php

RPGNow – http://www.rpgnow.com/index.php

D&D Classics – http://www.dndclassics.com/

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

Review – Rob Kuntz’s Dark Druids

Rob Kuntz’s Dark Druids was on sale a few weeks back. It arrived at the end of April. Since my submission to the 2015 One Page Dungeon Contest involved druids – The Dire Druids of Delver’s Deep, I waited until after I completed my submission to read this module. My planned postings got sidetracked, since I jumped on board the White Star bandwagon.

This module clearly states on the cover below the illustration: “For use with 1st Edition Advanced Dungeons & Dragons(R)”. Unlike others, it is not afraid to say this and also acknowledges that the name of the game is a registered trademark. It is one of three modules currently available from Chaotic Henchmen Productions.

The blurb from the back cover explains what this module is all about: “Dark Druids includes complete descriptions and maps for an outdoor area and a three-level adventure site, and is easily adaptable to most campaign settings. It also includes an outline for further adventuring, a selection of new monsters, spells, and magic items, plus Robert J. Kuntz’s historical context and commentary on this module’s relationship to his campaigns of the 1970’s”

This module is designed for levels 8-12, so it is not a low power adventure. It has the general look and feel of a module from back in the day. The cover can serve as a screen and includes the 1st and  3rd level of the dungeon. The 2nd level is on the last page of the module. This 56 page module has more maps for the outdoors area and illustrations to compliment the text.

After a forward and author preface, there is a section on Using the Module that discusses party composition and challenges, preparations before play, and how to read and interpret the module text. There is a player introduction, which is a lot of text to read. Lastly there is a half page of rewards and additional party resources.

After a page for the GM introduction, there are just over three and a half pages with the outdoor map, starting text, and key to the outdoor map.

The dungeon’s three levels are detailed on pages 9 through 35.

There are seven appendices, A through F.

A – Deals with further adventuring against the drak druids.

B – Is an article about a Dark God.

C – Discusses changes in this version of the module from the 2006 version published by Creations Unlimited.

D – Lists the 16 new magic items in this module.

E – Details four new monsters.

F – Describes the dark druid variant class.

The module was well sealed in cardboard and bubble wrap and sealed with scotch tape in a clear plastic magazine sleeve.

I like the look and feel of this. The maps are well done and easy to read. The text itself is laid out well and easy to read. However, the “Read-aloud text” is in italics. For some rooms this text is the first part of that room’s description, but for others it is later. Thankfully, while not like some italics fonts that I sometimes have trouble distinguishing from the normal font, there is nothing else to set it apart. When actually running this, it would be very easy to miss a key detail. If I were to run this module as written, I would have to use different colored highlighters and ink to note the important parts. I find this to be more of a concern as my eyes age.

When not in a live game situation and no pressure, it is definitely easy to read. There is a lot of information here, it is dense.

It is something that would require a lot of streamlining to run in a con setting. In a con setting it is bigger than can be handled in the average 3 or 4 hour session. There is enough in here, that it would take one massive marathon session to complete the entire module in one go. I can see this easily taking many sessions depending on the focus of the players, and the decisions and rolls they make.

One can easily place this on a list of possibilities, when players get to that level, and fit it into the campaign. AD&D is not that much different from OD&D and modern clones, that this could easily be used in nearly any OSR game. There is a lot in here, that it will take more than a casual reading to catch all that is in here. This could easily be part of a behind the scenes activity that builds up to this module, or it could be a new stand-alone threat. Because this is so dense, I have not managed to read the whole thing carefully, but I like what I see.

This is an interesting concept and ties in with my articles on druids.

AD&D – Appendix D – Random Generation of Creatures from the Lower Planes

Pages 194 and 195 of the AD&D Dungeon Master’s Guide present a few tables for generating random creatures from the lower planes, i.e. demons & devils.

There is a grouping of 21 tables for the appearance of such creatures that define the appearance of the head, ears, eyes, nose, mouth, overall visage, head adornment, body attributes, skin, color, and more.

Head adornment includes such things as antlers and crests. The head has options of bat-like, snake-like, etc. Ears can be dog-like. Eyes deal with color, and size/type of eyes and their number. Various similar suggestions are given for the nose and mouth tables.

The body attributes determines the type of torso, either bipedal, or quadrupedal/other.

The type of tail, if any, such as prehensile, and various body odors, such as blood, mold, vomit, etc.

One table for the texture of the skin and another for the predominant color of the skin/fur/whatever.

Is the back normal, hunched, spiked, etc. Are there wings?

How many arms/tentacles and what kind, and what are the hands like? Similarly, the treatment of legs and feet.

After all these tables define the appearance, then any attacks, and defenses, including special one and and spell-like abilities and immunities.

All these things give lots of ideas for mixing things up. These tables need not be limited to fantasy creatures, but can be used for any genre of creature, including horror and science fiction.

Reading the last page with 5 tables on Random Humanoid Species Appearance Charts in the Outer Space Raiders, Vol. I reminded me of Appendix D as a supplement for White Star. One can easily make collections of nouns for various aspects of body types and associated body parts to come up with unique creatures. Take the stats from goblins or other well-known creatures to “re-skin” them for an appropriate challenge, as others have indicated they do so that players don’t know what every creature is or does by memorizing their descriptions.

I am not finding via a quick Google search the OSR blog(s) that discussed this a few years ago. I keep coming up with links about re-skinning creatures in MMO’s, or locating or painting miniatures.

In the case of White Star, one can have all intelligent aliens be humanoid, if you want to follow the tropes of most illustrations, TV shows and movies. Or you can mix it up, and have something that deviates from bilateral symmetry, and have something besides carbon and silicon based life. The movie Evolution has an interesting take on silicon based life.

Does the life form have DNA, or something that serves the function of DNA? If they have DNA, is it composed of a right or left turning structure. This is something I recall from a book I read in the 80’s, The Right Hand of Dextra [Amazon Affiliate link], with a cool cover illustration.  The idea is the DNA on Earth has a left spiral and the planet in the book, the DNA has a right spiral, so the wild animals native to the planet leave humans alone, since they can’t eat them.

One thing left out of Appendix D and from Outer Space Raiders, is communication method.

Communication Method – d10

  1. Vocalizations
  2. Pheromones
  3. Scents/Odors
  4. Color Changes (Chameleon feature, color and or pattern changes to the “face” or other body part.)
  5. Volume (Ability to expand like a puffer fish, but controls and varies the size in pattern or rhythm.)
  6. Empathy
  7. Telepathy
  8. Temperature
  9. Motion
  10. Combination

NOTE: Sound can be above or below the range of human hearing, and color changes can be above or below the range of human sight, etc.

Diet

  1. Herbivore
  2. Carnivore
  3. Omnivore

Carnivores and Omnivores could include cannibals that eat their own species, or scavengers that eat dead things they find.

Young d10

  1. Eggs – left to fend for themselves/guarded/warmed and nurtured by parent(s)
  2. Marsupials – Eggs/pouches
  3. Born – rapid walking/locomotion or months/years to moving on their own
  4. Sprouted from spores
  5. Budding from body
  6. Division – like a cell
  7. Regeneration – like a starfish
  8. Clones grown in a vat
  9. Robots/Machines that are built and programmed.
  10. Hybrid of the above.

Type d3

  1. Plant Based
  2. Animal Based
  3. Mineral Based

Temperature

  • Cold Blooded
  • Warm Blooded

Railroad vs. Sandbox – The Timeline

Railroading players by forcing them to do what the DM wants is a bad thing. However, there is a “railroad” that runs through sandbox style play that should be acceptable and welcomed.

The timeline.

What I mean is, the DM comes up with plots, situations, rumors, etc. and puts certain things on the campaign calendar, things that WILL happen – barring intervention by the PC’s or others.

For example, the sun comes up every day, unless something changes that.

The DM comes up with a situation and puts it on the calendar/timeline of the campaign. That “something major” event will happen unless something stops it. This major event could be good or bad.

An example of a good event is a diplomatic marriage that will end decades of tragic war. This event will happen barring outside intervention. A powerful wizard may like that this war keeps these two nations too busy to stop her consolidation of power among groups of humanoids. The end of hostilities means that she will have to use her time and other resources to stop their meddling instead of putting it towards her own goals. Thus it makes sense that this major NPC would hire an assassin to keep her own involvement in the background. Perhaps the PC’s have not discovered the existence of this “big bad.”

The DM assigns a chance that the assassination will succeed or fail. The DM determines through a roll or through choice that the assassination will succeed unless someone finds out about it.

It is up to the DM whether or not the PC’s ever find evidence of any plot. If the evidence is put into the campaign, what if the PC’s NEVER find it? This is NOT a problem. If the PC’s don’t know about something, they can’t do anything about it. The assassination goes through and then the PC’s are tasked with getting to the bottom of it. If the assassin gets away without leaving a trail, what do they do? If they would rather go fight giants, or seek out a dragon, let them.

If the PC’s happen to have done something that merits their presence at the wedding, maybe then they get wind of something, and have a chance to change the course of the timeline. However, it should not be a requirement that the PC’s even know about this. If the “big bad” has the resources to hire the best assassin, how likely is this person to make a mistake? There is a chance, and the DM should decide if there is a chance of failure, or how exactly they want to play it.

If the PC’s are nowhere near the scene, i.e. they are across the world, or in a dungeon, or otherwise unavailable for the event, it goes down as pre-determined.

In my mind, this is the only thing that some might consider a “railroad” that is permitted.

However, it is still possible that through the actions of the PC’s the original assassin might be met in another situation before then. If they take out this assassin, then the next best assassin must be assigned to the task, and their chance of success or failure is likewise determined.

Perhaps, the PC’s decide to go investigate something that leads them to discover the big bad and interrupt her plot.

I have played in many games and GM’d several with all kinds of options presented to players. The players ALWAYS manage to find some significance where the GM may not have intended it to be. This is OK. The players sense that something is important and it opens up a whole new something to be explored, be it a plot, dungeon, monster, etc.

The calendar or timeline for the campaign is the schedule and not the railroad. Just as something can delay a train, tracks out, accidents, fuel shortage, robbery, etc., many things can delay or redirect the events of the campaign timeline. In some places, the train never runs on the times stated on the schedule.

For my campaign, I determine a year or two worth of events. I like the idea in the AD&D Oriental Adventures for determining the event for each year and for each month in the year. Some events, like a flood or earthquake may be nearly impossible for the PC’s to stop. Other events, like an invasion, might be something that can be stopped or delayed, or prepared for, if the players find out about it and can get word to the right people.

Having a campaign timeline with nearly inevitable events planned is not a railroad. A railroad would be forcing the players to do something about them. What if the players don’t see their involvement as required or important? What if they see some other plot or action in the world as more important?

An example from my campaign is a wedding between the ruler of the town that is the home base for the players, and the king’s niece. The players had just found a magic sword and shield that I expected them to use. Instead, they had their own plans. They want to get in good with the powers that be for their own ambitions. So they make a present of this sword and shield to the Baron, and because there is some well-known lore associated with them, they get invited to the wedding and later reception/party, where they get to meet the princess, the king, and several other powerful people.

My plan was that the wedding happened and they might get a glimpse of the king and retinue when they came into town and for the procession to and from the temple for the wedding, and perhaps again when they left. How many players just give up a magic weapon and armor, KNOWING that they are magical?

I never saw their actions coming, so I had to improvise a wedding ceremony and party and have other NPCs generated on the fly.

The players were much more excited to have met the king and queen, and gotten in the good graces of the baron, who is now married to the king’s niece. Yes, the magic items were cool, but the roleplaying and the player driven goals were so much more fun and interesting than I could ever come up with on my own.

It is like the twist ending of a book or movie that is handled so well that you don’t see it coming and are rewarded by getting the full effect due to the finesse with which it was presented. If you have ever seen a movie, or read a book with a big twist at the end that is predictable and not well presented, it leaves one feeling uneasy and disappointed. A railroad that forces the players to go where, when, and how the DM wants them to go is like the poorly executed twist, totally unsatisfying.

A timeline or calendar is not a railroad, just a schedule of possible future events in the course of the game. The players don’t know about this schedule, and only learn of events as they happen, or if they happen to be in the right place at the right time to learn of them before they happen. Even if players know that something is up, they have the power to decide if that something is important enough to figure out what it is, and if they should do anything about it.

For example, suppose the players learn of an assassination plot to disrupt the wedding? What if they just get word to the appropriate authorities about this, and the location or timing of the wedding changes? That alone might be all that it takes to foil the plot. Or it might force the big bad to come out of hiding and get involved personally to make things go her way.

As I have said elsewhere, if the DM/GM has a story to tell, they should write the story, instead of forcing the players to do something in-game that does not interest them.