Tag Archives: Advice/Tools

Metamorphosis Alpha

I used to be the one who ran Metamorphosis Alpha for our group. I don’t have any of my original MA material, it was all lot in the great water leak incident.

Thanks to DriveThruRPG and RPGNow, I can get PDFs of such things. Unfortunately, I could not justify $80 for the hardback re-print Kickstarter last year. I really wanted to, but talked myself out of it. I still want to order it off Goodman Games, but $80. Yes, I know, I paid a lot more than that to get a Dieties & Demigods with Cthulhu and Melnibonean mythos last year.

I have things I need to do to my own AD&D campaign, but I have had an itch for several weeks and finally, I printed out my MA PDF and put it in a binder, and read the rules for the first time in what must be 30 years. I must say that I did not recall the rules being the way they were. We played a lot more Gamma World and I recalled things being more like I recall it instead. However, I have not read the Gamma World rules in nearly 30 years or played, so I could be jumbling that with Star Frontiers, and our home brew science fiction game. [I later found a reference and how close the GW and MA rules were, so I’m not sure what rules I was remembering.]

What amazes me is how complete a 30 page rule book is. There are rules for generating characters, various physical and mental mutations. Animal and plant specific mutations, and a way to generate your own mutated creatures. There is a rough description of a 17 deck generation ship with mid decks and other spaces, and the GM has free reign to make it their own.

Here is a picture of my Metamorphosis Alpha rules, printed from my PDF, with a note card colored with a visual reminder of what each wristband does, and my notebook for ideas for adventures and other things to put my ideas into it. I also grabbed 17 sheets of graph paper and hole punched them to start making rough maps of each deck. I used one sheet to show how big each deck is in 10 mile squares.

MA Notebook
MA Notebook

The manual suggests 2 mile squares or hexes for maps of a complete deck. This has me thinking about how I might use the quadrille ruled desk pads I got in recently.

I will be posting articles with my ideas on MA as I build my version of the Starship Warden. The thing I like about MA is just how rules lite it is, and one can easily run a game on Roll20 & G+ Hangouts without worrying how all the players will fair if they don’t have a copy.

FLGS Trip

Last weekend, I made a trip to WalMart, the craft store, and my FLGS. I got a roll of hex Gaming Paper, and they finally had some GameScience dice. (Yes, I know, this is only a couple days after another post where I had mentioned I didn’t last very long without buying more dice. I bought these the same day as the others, I just spread out my posting about it.)

13GamingPaper&GameScience 14GamesScienceInfo 15PurpleGS

Unfortunately, these are the “not perfect dice” that lead Lou Zocchi to return to running Game Science. I think they will roll fine, but some faces have lines and minor deformities in them, that were not evident until I got home and looked at them.

As expected, all of the have burrs. Only the d3’s burr was small enough to not show up in a picture. I will have another article on de-burring these dice and filling in the numbers for legibility.

For now, below are some fuzzy pictures showing the burrs. My de-burring article will have better pictures.

18d5burr 19d14burr 16d16burr 17d24burr

Art Supplies

I stopped by the art supply store and snagged some things I have had on my list for a while, but not had the time to get until now.

10ArtSupplies

Paints and brushes for my Hero Forge Miniature, and my other miniatures. I will show the process of that later.

11-64Crayons

Crayons for a project in the works. I remember when the 64 box came out. Now they have huge boxes. 64 is enough for me. Coincidentally, I graduated from high school with the current president of Crayola. (We are almost related. My great-grand uncle was his grandfather’s step father. Small world.)

12ContactPaper

Finally, Contact Paper to laminate maps and things. I’ll soon have a posting on that.

Dungeon Desk Pad Kickstarter Update

Just got this update from Peter Ragan. 20 days just to get the funds, but he’s reliable so his print shop is all ready to go, just waiting on the money. I suppose all those planning a Kickstarter need to factor in 20 days until they get the money. So, barring something unexpected, this will deliver on-time.

#10 Kickstarter Funds Transferred
Posted by Peter Regan
The project funds hit my account this morning (not sure why it takes 4 days to transfer them on top of the 14 days they take to collect the funds) and I’ve just sent a payment to the printers. They’ve already set the print job up, which helps speed things along.
As soon as I get a firm delivery date I’ll add it to the comments here. I’ve got all the packaging supplies in hand ready to go. This week I’ll be printing the sticker sheets and ordering the A3 insert sheets.
I’ve had survey responses from all but three backers, and I’ll chase them up at the weekend.

More Dice At WalMart

I saw the story dice posts that made the rounds a week or so back, so I decided to jump on board. I found them at WalMart. They only had two sets, the blue actions and the green voyages. There are nine dice in each package. (Yes, I know, I just recently wrote about my last dice purchase saying I wasn’t going to buy any more dice…. It’s not that I have a problem, I just had to have them.)

I also just looked in that section and found some game in a tin called Left, Right, Center and had the impression that the dice were one of L, another or R, and another of C. I thought how cool that would be to determine which way a fleeing creature went, or which way a random street, tunnel, or dungeon passageway turned.

What I found when I got home is that each die had R, L, C in succession of sides and a dot on the other three sides, so each die was identical. I did not read the rules for this game, as I was planning to use the dice in a different way. I was a bit let down by what I found when I got home to open the tin.

However, as I thought about it, I had a few ideas. L, R, C can represent left, right, and center for anything. The dots can indicate no change, or a special feature, like a trap, scrawl on a wall, rug, hidden door, etc. One thought was to roll all three dice and let whatever the majority come up determine what it indicates. This could just as easily be decided by a d3 or d6/2, etc. Having a die with what you need on it is very interesting and speeds things up, since you don’t have to remember what the number means or look it up.

01SC&LCR
02LCR
03LCR
04LCRLid




The story dice are interesting and can be mixed and matched. Since I have two sets with 18 total, I could roll a d20 for how many to use, and on a 19 or 20 add one or two other random dice. This could give all kinds of ideas. I rolled each of my sets and made a quick story about each one, to illustrate. I can see how they would be useful to get out of writer’s block.

05SCs
06BlueAction
07GreenVoyages

Actions:

08MyBlueStory

I was out walking and something almost hit me. I saw this guy laughing and he went inside as I approached. I knocked on his door and he did not answer. Finally, he came to the door wearing headphones and acting like he didn’t hear me. That’s when our story took a drastic turn. As I was covering the body, I was caught, and now I’m locked up for good.

Voyages:

09MyGreenStory

The king of the mountain was a real crab. His only joy in life came from drugs and funny mushrooms, but music was banned. After a plague I went on a quest for food and all I found were some beans.

Not necessarily the best stories, but it is easy to string them together and rearrange as needed to make things work.

Need a quick plot point or item – grab a random story die and roll it.

Faster than a table, because the dice ARE the table. That would take a lot of dice for every kind of table, but for specialist tables, this is like dungeonmorph or citymorph dice. Something to mix things up a bit. Relying solely on a table or a die role, can also make things a bit stilted and forced. One should be on guard to avoid having to have dice to generate a map, creature, situation, plot, etc. Be free to ignore a result or modify to make it work.

23-Foot Vellum Manuscript – Genealogy Of English Kings

Genealogy is one of my many interests, so when I saw this [Broken Link: https://www.picollecta.com/p/15th-century-royal-manuscript-comes-up-for-auction-1003045685], I immediately made a connection to RPGs. How is the lineage of the ruler tracked? Is it in long scrolls, thick books, carved stellae, or other monuments?

A 23 foot long scroll to document 1,400 years of genealogy. I don’t know the size of the writing, but from my own genealogy, where my parents researched all their lines and each successive family added as they went back, there are ten file boxes of materials (that I have yet to sort), and two or three shelves of books and reference materials. The furthest my parents got back was in he mid-1,400’s, but I have not finished verifying their work. I know some of it for another family is wrong because they took another researcher at their word. This other researcher mixed up places in Ireland and Scotland, two very different places. I spent a couple years trying to find more in Ireland, when the surname had not changed as this other researcher claimed and was looking on the wrong island….

This experience shows how easy it is for a sage in a world without digital information. Digging through musty tomes and scrolls, each sage and library using their own filing system. Do you want to create a fantasy version of the Dewey Decimal System? I think that is taking verisimilitude a bit far. But if one sage/expert/researcher repeats a wrong piece of information and it gets picked up, how many researchers will bother to go check the footnotes as it were?

Lineages of kings and famous people and information research in fantasy settings. Just some bits to ponder.

Collective Nouns

Collective Nouns is the term I often forget. It is the type of noun used to describe a group or collection of something, like a herd of cattle, or a flock of geese.

Several months back my son posted on his Facebook page that there was an attempted murder in front of his apartment. He got me good, because I showed up over my lunch break to make sure everything was OK. There were two crows that had landed in front of his apartment building. He had all kinds of comments from friends and family.

I saw a YouTube video of a play session of D&D at a convention with Morgan Webb, and some buys who I didn’t catch their names. One of them said that the collective nouns for dragons is a tyranny of dragons and a group of unicorns is a blessing.

The link above says it is a blaze of dragons, which sounds a bit more awesome to me.

While thinking on this post after I wrote it some other things came to me. A mine of dwarves, a feast of halflings, a cog of gnomes, or a trick of gnomes, a trick of illusionists, a parcel of postmen/messengers.

A business of ferrets. I guess that makes giant weasels big business….

Drive of dragons, that one seems odd and doesn’t trip my trigger.

Gang of thieves, is pretty standard, what would you call a group of assassins? A murder of assassins seems to fit, but that is already taken by crows.

Better yet, a conspiracy of assassins and a secret of spies.

There is also a gang of thugs, and a gang of convicts.

Glory of unicorns. Interesting.

Mess of terriers. I suppose a big enough group of terriers would indeed be a mess.

Mischief of rats. Giants rats are a lot of mischief. A mischief of wererats??

Pack of wolves.

Parliament of owls and parliament of rooks. Parliament of owlbears? What is a collection of bears? Sleuth of bears.

Pod of dolphins, whales, and seals.

Perversion of sailors.

Sounder of (wild) boar.

Stench of zombies, now that’s appropriate! Also a stagger of zombies.

Here is an interesting link on collective nouns for monsters.

Here is the list of links for the search term “collective nouns for monsters“.

I haven’t taken the time to look for anyone who has made a definitive list of collective nouns for all the monsters in say the AD&D Monster Manual, Fiend Folio, or Monster Manual 2, but it would be an interesting exercise to come up with an RPG list of collective nouns.

If anyone knows of a good, comprehensive list of collective nouns for all these creatures, I’d be interested to check it out.

[Update] – +Dyson used “clamour of harpies” for his harpy tower portion of the megadelve. March 31, 2015.

Druids and Undead

Druids in First Edition AD&D do not have the ability to turn undead. Other than physical combat or druid spells, druids are just like anyone else when it comes to undead.

I have always ran druids as written in AD&D to not have any turning ability, or anything else that makes them stand out from other classes, when it comes to undead.

However, my recent articles on Druids and Alignment and Druids and Their Environment, have me thinking about all aspects of druids.

Since druids are nature priests who rely on their connection with nature and the right kinds of leaves for their magic, and undead, which for skeletons and zombies at least, are unnatural magical creations, it seems to me that druids should have some ability or spell to deal with such unnatural creatures.

More powerful undead are creatures created by their own force of will, being attacked and killed by similar creatures, or creatures of or connected to the negative material plane.

The only druid spell dealing with the dead is reincarnate, the one spell no player wants to try, or end up a badger, or other non preferred animal or demi-human race. Reincarnation only affects humans and demi-humans that have been dead less than a week, and it requires touching the body. So only very freshly killed and animated corpses would be affected. Once an undead is dispatched, one would rarely, if at all, decide to reincarnate the corpse.

I even reviewed Unearthed Arcana to make sure there are no other first edition druid spells dealing with the undead. There is the first level cleric spell, invisibility to undead. I can see that being used by a druid, but only being effective in a natural environment, i.e. not a dungeon, tomb, temple, or city.

One idea I had is a druid power, perhaps for 3rd or 4th level druids, to “banish abomination”, which would include magically created creatures that are not born that way. So skeletons, zombies, homonculi, golems, clones (as per the Magic User spell), and similar magically created creatures.

The effects of this power could be to stop the unnatural creatures from approaching them or their designated area of protection. The limitation is that it would require the druid to be in a natural environment with some form of natural life. Thus an underground cave system or cavern with cave life forms, would suffice, but a mine, dungeon, tomb, city, or graveyard would not be a natural setting, unless it is an old abandoned area and the plant and animal life is taking over, like many “lost” jungle cities. This could affect all unnatural creatures within so many feet or yards per level.

My thought was for it to be 100 feet or yards per level of the druid. So it could be a moving point centered on the druid, so that a druid could pass through a swarm of such creatures, or it could be centered on a location, like a dryad’s tree, or a holy grove of oaks, or the druid’s home.

Higher order undead that seek to destroy life, would be a challenge for a druid. Life hating, level draining undead may not have a reason to cross a forest or swamp. An ancient barrow in the midst of a forest might have wights, but they are limited to the barrows and the druid wouldn’t go there without good reason.

Druids with an evil bent and keyed into the dark, corrupting powers of nature, might be into creating skeletons and zombies and have ways of controlling them. Unless skeletons and zombies are controlled by an evil cleric, the creating druid would have control of them. If they lost control of their creations, how would they get control back? There is a plot hook for a band of evil druids who have a device that lets them control created undead. Perhaps they have a cleric among them. Maybe a dual-class cleric/druid?

This makes me curious how other editions of D&D dealt with this, as well as other clones and rules. I have OSRIC, and of course, it sticks to AD&D. I have PDFs of many other rule sets, but as of yet, have not checked them for how they handle druids and undead.

I don’t recall any articles in Dragon magazine on this topic, but I haven’t read it since I got rid of my collection nearly 25 years ago.

I am also curious how other DMs/GMs have home-ruled on this.

I have never played a druid, but have one player in my campaign with a druid, but I have ruled that it is by the book on matters of undead where druids are concerned. I am not by the book on alignment for druids, so now I am wondering why I am this way with undead. It won’t affect game play, if the ability to affect undead by druids is for higher level druids, other than one NPC druid the party helped with a few skeletons. I can just retcon that it was a test from the druid for her further assistance, and payment for training the party druid (which it was). The players don’t even have to know.

These three posts on druids have me wanting to do more in the outdoors/wilderness in my campaign. At least I have ideas for where to go with things if they never make it to the ruined city.

Druids and Their Environment

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

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

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

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

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

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

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

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

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

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

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

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

How do druids fit into your campaign word?

Druids and Alignment

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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