Tag Archives: Fluff/Inspiration

Locks

A Flickr post of a picture of the Darien Chest on the OSR Community Page got me to thinking about locks in FRPGs and I decided to write about them. My father was a locksmith, so I have some knowledge of this. Dad ran his shop out of the garage. I remember many cold and frozen nights going out to one of the truck stops out by the interstate to help some traveler who locked their keys in their car or broke their key in the ignition. Many locksmith tools require a fine touch or are small enough that gloves get in the way. Ice cold metal on bare skin in the middle of a snowstorm in January is not fun. I would have rather held too hot to touch metal in a hot and humid car in July with sweat in my eyes.

If you think weather doesn’t matter in a game, imagine a thief encountering a fancy lock that requires all his skill and his fingers are numb from the cold. Would you give the thief a negative modifier? Would you let the thief, if the player thought of it, warm his hands with a torch or lantern to negate the effect? What about a lingering Wall of Ice spell? It gives off a lot of cold and in AD&D a falling/breaking Wall of Ice causes damage like an Ice Storm. It would also cause a room and any metal, including locks, tools, and hands to be cold.

Locks prior to the industrial age, with its uniformity and interchangeable parts meant that no two locks were identical without a massive amount of effort on the part of the locksmith. Thus, picking locks is a new experience for each one encountered. Locks were of iron and perhaps brass. Iron locks tended to be bigger with less fine mechanisms. The use of brass in locks lead to smaller locks and keys, but it is only industrialization that makes the abundance of small and secure locks that we have with us today. Prior to industrialization, only the rich could afford locks. How many peasants have a lock other than a bar on the door? Locks could be made out of any material, wood, plastic, glass, metal, etc. I once made a crude lock with Legos, but it was far from secure.

Perhaps the same locksmith will use a similar design, but barring a lot of time to make them identical, there would still be some variation. Also as a locksmith becomes more skilled and refines that skill over time, the flaws and weaknesses in older designs will be addressed. Students of the same locksmith would show that influence, but the master would point out the most obvious flaws, perhaps reserving his best ideas to give him an edge. Students that exceed the master would have better locks.

Keys or means of opening the locks would be varied. There could be a combination of dials, like modern safes, or knobs, buttons, slides, or switches. Keys could look like we think of skeleton keys, or could have a variety of shapes and features to disguise their true nature and means of releasing a lock. That would be the strictly mechanical and technological means.  There could be traps incorporated into a mechanism on a chest, door, or other item to be secured. Traps could be merely mechanical and designed to frighten, draw attention, wound, or even kill. In addition to mechanisms, there could be various poisons to incapacitate/capture or flat out kill any thief, depending on the nature of the contents or anticipated contents to be secured.

In a fantasy setting, there would be magical means. A Wizard Lock spell is proof against all but magic or great force. Knock is a near universal key. Simply casting some spell that gives a hint of magic to confound wizards would be a neat trick, like Nystul’s Magic Aura. I’m an AD&D player/DM so I go with the names of spells that I am familiar with.

Keep in mind that a lock is used to keep others out and that lost keys are a big deal. In my online game our group found a simple small coffer with no lock, and one player went into overdrive looking for secret panels and a locking mechanism. This was a decorative item that a suspicious player latched onto the idea of more importance than necessary, and I am sure was of great entertainment to the DM. On the other hand, in AD&D, a thief can’t try to pick a lock he has failed to pick until he has gained a level. From the perspective of someone with locksmith training, that is not very realistic. A locksmith can keep at it until they have it. However, a thief usually does not have the luxury of trying. A thief operates by stealth and speed. Taking too long to get away with the goods is a no no. A prime example of this is stealing cars. I had my car stolen. I learned the hard way that GM cars of a certain era were easy to steal if one had the tools to bust the window and pry away the poor quality metal on the steering column. One then can use a screwdriver or even one’s finger to pull the mechanism that activates the starter. I started my car like that for a couple of years until I had the money to fix it. I had a Club, so it couldn’t be stolen. I still had an idiot try to steal it after I got the Club. They knocked out the window and then noticed the Club. SMH.

I helped my Dad with several bank jobs. Customers lost their safe deposit box keys, so we had to drill out the locks to get it open. With all the right tools and access to a safe, it is not that quick and easy as they do it in the movies. It always took us a couple of hours to drill out the locks get out the box and give it to a bank employee and then put in replacement locks.

One time, we even had to go to a nearby small airport to replace a lock for which they lost a key for a lock box built into it.

I always laugh at TV shows where the person has a single pick and picks a door. Nowadays it seems that they use a pick and a tension wrench, but I still laugh when they use them to pick a deadbolt. I’m not saying that you can’t pick a deadbolt, I’m saying you can’t pick and open one with a small spring steel tension wrench if the deadbolt is hard to turn.

Cars are not as easy to unlock as they make it appear on TV. Different model cars have different internal mechanisms and there are different variations on the tools used. Modern cars with power locks are beyond my knowledge. They were not too common when I was helping my Dad. He always said, if you can’t use the tool in a couple tries, stop so you don’t damage anything. I don’t know if that rule of thumb still applies.

Also a quick FYI – The points on your key should go up when opening the locks on your house doors. If the points/cuts on the key point down, then the lock is installed upside down and more likely to accumulate dust and dirt that fouls the pins and springs. For double-sided keys, like those for cars, it does not matter, those locks tend to have a dust cover.

I love the sign that my Dad used to have. It said lock work – $15, if you worked on it first – $50. I always got a kick out of the looks on people’s faces when they saw that sign and thought it was the real price. For some customers, it should have been.

But what does all this musing and reminiscing require? A Table! Better yet a series of related tables!

Material – 1d6 (Lock and key material are usually the same, but could be different to obscure their connection.)
1-Wood (Hard woods for strength, soft woods for decoration.)
2-Metal (copper, bronze, brass, iron, steel, mithril, adamantite, etc.)
3-Glass (clear, opaque, etc.)
4-Gems (Roll for type based on value.)
5-Mixed
6-Other (Plastic, bakelite, other high tech material in a low tech world.)

Size – 1d6
1-Tiny (Difficult for human to use, gnomes, halflings and smaller can use with ease)
2-Small
3-Medium/Average
4-Large (Difficult for gnomes, halflings and smaller to use.)
5-Huge (Difficult for humans and smaller to use. Very difficult for gnomes, halflings and smaller to use.)
6-Gigantic (Very difficult for humans and smaller to use. Without magical aid, nearly impossible for gnomes, halflings and smaller to use.)

Decoration – 1d8
1-Rough/No finish
2-Plain/Basic Finish
3-Fine/Highly Polished
4-Engraved
5-Inlaid with precious metals (brass, bronze, silver, electrum, gold, platinum, mithril)
6-Accented with gems (roll for type, or based on value)
7-Any two of 3, 4, 5, or 6
8-Any three of 3, 4, 5, or 6

Key – 1d6 (Can be same or different material from lock.
1-Skeleton Key
2-Hollow Tube
3-Rod
4-Sphere/Round
5-Standard Polygon
6-Mechanism (Turn/twist, press, slide, etc. to make some part available or more out of the way for key to function.)

Trap – 1d4
1-Noise/Alarm/Alert
2-Injure to leave a trail of blood or scent for tracking (Option to release the tracking beast, from a super friendly, but loud basset hound, to large and hungry something or other. d10 for severity)
3-Trap/Capture/Slow (Net, cage, rope, pit, sticky, stun, etc.)
4-Kill or Maim (Lethal mechanism or poison or both.)

Condition – 1d8
1-New/pristine/well oiled
2-Used but well maintained
3-Used but poorly maintained (rough, rusty, hard to turn, etc. Noisy when operating.)
4-Used but not maintained (Severe issues with normal use, in major need of expert to refurbish, chance to not lock or unlock when desired. Very noisy when operating. Chance to break or bend key.)
5-Disused but functional.
6-Disused but difficulty functioning.
7-Disused and very rusty/worn/corroded.
8-Broken (50% chance to be broken in the locked or unlocked position. What modifier is needed for a thief to unlock a broken lock in the locked position?)

Secret – 1d6 (Additional action required to enable/disable ability of key to lock or unlock. Could also be tied to disabling traps.)
1-Button
2-Lever
3-Switch
4-Knob/Twist
5-Slider
6-Combination of 1d4 of 1-5 above.

Magic – 1d6
1-Nystul’s Magic Aura
2-Magic Mouth with an obscure activation instruction, so it is likely to be in effect for decades or longer.
3-Magic Mouth designed to attract attention by giving the thief a severe talking to while waiting for the constable. (A wizard might want one to shout if someone used a Knock Spell.)
4-Wizard Lock at 3d6 level
5-Fire Trap at (For druids at 1st level plus 1d12 levels, and for magic users at 6th level plus 1d12 levels.)
6-Glyph of Warding – Typically to protect not destroy the protected item(s). Paralyzation, blinding, or draining a level. (4th level cleric plus 1d12 levels.)
7-Combination of the above. (Wizards with Magic Aura, Magic Mouth, Wizard Lock, and Fire Trap would tend to use all of them on something they wanted kept secure.)
8-Get creative. What is to stop a mad wizard from causing a Geas to be placed on the fool who dares mess with his stuff, or the high priest placing a Quest on a special object in the temple? Hold Person, Slow, Gate, Plane Shift, Teleportation, Conjure Elemental, Monster Summoning, etc. would all be ways to make it difficult for a thief or grave robber to get away with the goods.

Item – 1d6
1-Door/Gate/Cage
2-Coffer
3-Chest
4-Padlock
5-Cabinet
6-Special (What other kinds of items could be locked and how and why?)

[EDIT: You can hear this blog read on Episode 101 of Blogs on Tape.]

Riffs On The Acronym D&D

Here’s another alliteration post with a specific bent.

Dingoes & Didgeridoos

Ducks & Duckponds (That’s a daffy idea….)

Djinnis & Deserts (I wish there wasn’t so much sand!)

Debutantes & Desserts (Sweet topic, perhaps a bit salacious.)

Dithering & Digressing (This describes most parties trying to make a decision….)

Detectives & Deductions (As opposed to Investigators & Investigations.)

Dynamos & Dynamite (That’s a powerful combination. That’s a bad pun if you know the Greek root word….)

Dead & [Un]Dead (Yes, I cheated, it’s an exercise in creativity. How well can you do without a Thesaurus?)

Death & Damnation (Adventure in the afterlife? Sounds too hot for my taste.)

I got interrupted several times on one more that I thought would be cool, and the interruptions came just as I had the idea and before I could make a note of it. If I can remember what it was, I’ll add it. Since the string of interruptions won’t stop, I’ll call this enough….

 

Details On The As-Needed Character Generation

+Adam Muszkiewicz over at Dispatches From Kickassistan has his write up of what he calls “emergent characters” that I touched on in my write up of Marmalade Dog 20, and in more detail in my post about collaborative roll playing.

Adam goes into details about its origins and how it has worked in actual play from the GM side.

All I can say it, it is a blast and keeps one on their toes and revving up their off the wall ideas. After two sessions at Marmalade Dog, my character still doesn’t have hit points because he was never hit. I can imagine that it will be a nail biter if I play that character again and have to roll HP after being hit in combat.

I think that style of play works well for a con, and for the right group of regulars it could be a lot of fun. In a con game, it allows one to get up and running with a character quickly that one is more invested in than a pre-gen passed out by the GM.

As I mentioned before, Adam and I talked about this, and a GM with mastery of the rules, or a simple set of rules, like Delving Deeper, by +Simon Bull would best facilitate this style of play.

My Wednesday Game

I have been part of a weekly Wednesday night AD&D First Edition game via Roll20 and Google Hangouts since March, 2014. With the exception of the DM taking a two week vacation in the summer and two weeks off over Christmas and New Year’s we have met every week. I was late to one session because I was travelling for work and another session because I had to take something to my son at the hospital the day after my granddaughter was born. There are two other players that have been with the campaign since it started. Weather was a factor a few times with thunderstorms causing delays. A few times either Roll20 or Google Hangouts had technical issues, but we have kept at it.

Our session last week was the first time that one original player missed and only two of the current six players showed up. Several important decisions for group action were needed, so we decided not to play. That is an impressive track record for a weekly session to only have one session flop, and it was session 44.

The DM, John, just started a blog, Dwarven Automata, about his design process. He also wrote up one of the hexes in Tenkar’s Landing, featuring dwarven automata.

It is a true sandbox where the players can go and do whatever they want. There will be consequences and repercussions of actions that we can’t know. We just make what seems to be the best decision we can based on the limited information we have. A few times we have surprised John with some of our decisions, but he rolled with it. The party set off to go explore some ancient dwarven ruins, and keep getting ourselves sidetracked with other things. We keep getting involved in politics and being heroes, so we are our own worst enemies to getting to our main goal. We can’t do it all, but we sure try to do most of it. Actions taken in the first few sessions have had an impact on sessions numbered into the 30’s and 40’s. It is interesting to see it play out as the players get the information they need to tie it all together.

For example, my character, Thorfus Ironhand, a dwarven fighter, thought one NPC was behind some men hired to kill the party. It turned out to be a different NPC that the party did some work for, and was involved in a major plot in the city. Because of that misunderstanding, I had the party focused on the wrong person, when we should have been focused on something else. This is much like things are in real life. We see something and make assumptions based on what is before us. This has made the campaign that much more believable and immersive.

John uses theater of the mind, so the only maps are quick sketches using the Roll20 drawing tools. As with most AD&D DMs, John makes certain rolls like moving silently or checking for traps and secret doors. These rolls occur with the sound of dice rolling on his desk with our fate unknown. This is an ominous sound. The results are only revealed when a trap springs or surprise was not gained.

We also disable video so that we have the maximum bandwidth possible.

The ages of players range from a high school senior to me, and old grognard of 50, with various ages in between. We have been mostly male, with one female player for a few sessions who played a male character, making all the characters, so far, male. One player lives in England, so our 8:00 PM to Midnight EST sessions make it in the very wee hours for him. He is one of the three original players still going strong.

John gives us XP for session write-ups. These help him to know what happened, and gets the players more involved. We also get XP for writing up descriptions of NPCs and places. This helps expand our known universe and makes it easier for new players to come in and get up to speed.

We started off using weapon speeds and individual initiative rolls, but over time we dropped weapon speed and went to one roll for each side in initiative. John does it differently in that each “side” rolls for the other. That is, players roll for the monsters, and the DM rolls for the players. This is an interesting way to do it.

Other rules have changed or been clarified as we go involving a decision by John as the DM, or by discussion and mutual consensus. These changes tend towards streamlining of play.

Our two dwarven fighters are both fourth level and at the halfway point to reaching fifth level. We had one big treasure haul, but as per AD&D, we can’t go past the halfway point of the next level. We have managed to not find the big treasures that will give us more experience quickly, but are always just around the corner from a big haul, when we do something or miss something that will give us the prize and watch is fall through our fingers. The hook has been set and we are thoroughly enjoying our adventures and learning about this world. I look forward to many more sessions of play.

Here are the main points from a comment I posted to his blog:

I enjoy seeing a bit behind the curtain to explain how you reached your design decisions. I have enjoyed playing in this weekly campaign since it started.
We have narrowly avoided several TPKs and only had one character die. Your level of preparation shows as you make it all seem very seamless and manage to have things planned out for us when we take the bait for something that wasn’t bait.
I can’t wait to see more of your ideas.
Your random generators intrigue me. You explained a bit about the level of detail you have allowed yourself in one of our recent sessions. I had the impression you had these cities mapped out and NPCs detailed down to the last beggar, but you fooled us all. Well done!

Blast From The Past – House Cleaning

I have pack rat tendencies, but am better than I used to be. No, really….

This past week, I learned that they are going to close my office, since there are only three of us left in that office, and we will be to work from home. It is not yet decided if it will be the end of February or March. Either way, I have to make room for working at home on a permanent basis, instead of just clearing a work spot for a day here and there due to weather.

One thing I can across was what is left of a pad of FORTRAN Coding Forms. I have not done FORTRAN in 30 years, since the first semester, my freshman year of college. I recall that FORTRAN is a position based language, that is certain things had to be in certain places on each line of 80 characters. This is because punch cards were based on 80 character lines. I was in the first class that didn’t have to use punch cards, as we had terminals to the main frame. Any way, what RPG gamer looks at this and doesn’t see graph paper needing a map?

 

FORTRAN-grid
FORTRAN-grid

So, I took some time to unwind from cleaning and organizing to make a map of a tomb that in it’s third expansion uncovered a huge cavern. No idea yet what was found, but I am sure it is something I can use later….

 

FORTRAN-map
FORTRAN-map

Why Dice?

Adam Muszkiewicz told me at Marmalade Dog about a post he wrote just before the con on Why Do We Even Roll Dice? I finally had a chance to read it and he mentions dice drop table and their positions having as much meaning as their value. He also mentions several others who have recently made posts about such tables. He mentioned his article when he pointed out his all the dice table in his Metal Gods of Ur-Hadad, that I purchased at the con.

I wanted to mention Adam’s post and tie it back to my posts on Dice Drop Generators and All the Dice Tables.

I like these kinds of table and generators and want to link them together. I plan to create fixed pages that I can add all the links that I find for a central repository, for my own use as well as anyone else that is interested.

Galavant – A Quick Note

I finally finished the last two episodes of Galavant season one last night on Hulu.

It is an interesting story, with some entertaining songs. It pokes fun at heroic knights and the fantasy genre.

I find it witty, objectionable, crude, and utterly fun.

There are plot twists, plot complications, and nothing seems to go right for the good guys or the bad guys.

It sets the story in the 13th century, but with 16th century pirates, so it is utterly believable. 😉

They poke fun at dying young after having 15 children so one might live, or poisoning the rulers to end peasant suffering. Some topics their songs cover will cross a line for some people. Those who don’t know it is a farcical, satirical, musical comedy with no sense of humor won’t like it. Most gamers and most teenage boys whether they game or not, should like it. If there are enough other people that like that sort of thing, there might be a season 2. I thoroughly enjoyed it and hope there is more.

There are a few ideas in there for a few game sessions, depending on the kind of game or campaign you run. After the DCC sessions I played this past weekend, it would be perfect fodder for that particular group.

 

Again Alliterative Acronyms

Adventurous Adventurers Adventuring

Belated Blathering Blogger

Caverns of Cavernous Creepy Canyons

Devious Devils Defenestrate

Eerie Echoes Enervate

Fiery Fiends Flatulate

Grumpy Giants Girate

Hairy Hermits Harass Haughty Heroes

Island of Irate Isolated Islanders

Here’s one I found mixed in my DM notes ( I don’t have any notes indicating if there was supposed to be more.):

Livid lizards licking livers

While wild wombats wobble

And arthritic antelope anticipate.

Dungeonmorph Dice Initial Shipment

I backed the Inkwell Ideas DungeonMorphs 2: Cities & Villages: Map Generator Dice/Cards and just got my initial shipment. I backed at the $40 level which gets two sets of dice, so I took one set from the original dungeon morphs dice and 3×3 dice tray, which is what arrived today, with a pack of cards and two bonus dice. The base set of five dice come in a cloth drawstring dice bag. The two extra dice are dungeon morphs on 5 sides and a village on one side.

I joined this Kickstarter after my October post on my backed Kickstarters.

The dice are easily an inch on a side and appear to be very sturdy with a slight “edge” to the ink. The images on the dice are cut into each face and filled with color. If the color were to fade or flake, one can easily re-ink it themselves. The dice curve in slightly on each face. I don’t think it will affect their rolls. If you don’t like a roll, you can always change it to your liking. It’s not like they are milled to Las Vegas casino standards. These are substantial and would make a lot of noise on certain surfaces. Some finished surfaces could potentially be scratched, chipped, or dinged. So the same caveat for rolling any dice on nice furniture applies. 😉

The dice tray has a high enough “wall” around each square to hold them in position while you move it out of the way or for temporary storage. The tray is sturdy and does have some give in it it one uses force. The only way it would break is if it got caught in something very sturdy and a strong force was applied, like between a door and the doorpost.

The shipment with the new dice is planned for I think May, 2015. I was not finding the planned shipping date when reviewing the Kickstarter. I will post another update when those ship.

Unboxing DungeonMorphs 2
Unboxing DungeonMorphs 2

 

Emptied the dice bag
Emptied the dice bag

 

All the dice in the tray.
All the dice in the tray.