Tag Archives: Game Design

Swords And Wizardry Retro Clone

I read the Swords and Wizardry Quick Start, White Box, and Complete Rules just to make sure the three magic items that I submitted to the OSR Superstar Contest were according to the rules of the contest.

I found the rules to be well organized and easy to start using them.

I am tempted to make them the go to rules and tweak with stuff from AD&D, like spells, monsters, etc.

I like the simplicity of classes. I don’t like the level limitations of non-Human characters and the class restrictions. This is the same balk I have with AD&D. No problem, HOUSE RULES TIME!

I like that the system strives to keep the ability to customize and encourages it!

I have joined the Swords & Wizardry Discussion Group to keep up with ideas of others.

I see it beneficial to have these rules, which are freely available, should I ever get an online campaign going, others will need the rules.

I like the S&W SRD and it’s ideas, and I like the generators for NPCs, NPCs in taverns, and treasure map generator. Simple tools to fill in gaps fast.

I recommend this system and I would gladly play these rules, since they are so close to my “home” rules.

Well, I have spent so much time blogging and updating this Google+ page and collecting information, etc. that I am behind on direct work on my campaign.

The Dungeons of Lost Coppers Cartographic Contest

Dyson’s Dodecahedron is hosting a cartography contest where you take one of his maps and finish it with your own twist.

The deadline is fast approaching:  “23:59 Eastern Standard Time of Sunday, February 23rd, 2014.”

I’m not the best at maps, but I may see what I can devise. It has the same deadline for the OSR Superstar Contest. If I focus, I know I can meet both deadlines.

Dyson has several interesting tables, and of course lots of maps. He even has a few short tutorials that explain how he does his style of maps. I tried a little doodling on graph paper to do it. I can see with practice it can be done fairly easily, but it requires scanning and then processing the image in Gimp or other graphics software. I get so sidetracked looking at all the goodies all the different RPG sites have to offer that I take lots of notes and download/use Print Friendly to add to my ideas for my own campaigns.

Cartography Contest
Cartography Contest

OSR Superstar Contest

Tenkar’s Tavern is hosting the OSR Superstar Contest.

There are three stages. If you make the cut of the first stage you move on to the second stage.

The first stage involves submitting a magic item. You can submit up to three of them. Don’t post it on the blog, it will be disqualified, it must be emailed to the specified address. The deadline is “Sunday, February 16th, at 1PM Eastern (NYC) Time.”

I have decided to participate. So far, I have two magic items sketched out in pretty good detail. You have to use the Swords and Wizardry rules, so I am having to refer back to those. I can do AD&D without a lot of thought and just for specifics. At least it will be flexible to work with any OSR like rule set.

If you make the cut with the magic items, next is a monster.

If you make it to the third round you must use an assigned dungeon map to craft an adventure using the magic item and monster.

 

OSR Superstar
OSR Superstar

2014 One Page Dungeon Contest

The 2014 One Page Dungeon Contest (OPDC) deadline is April 30, 2014.

You can download PDF collections of all prior years’ submissions. I used one map from 2012, I think, for a Kobold warren in my game.

If I am going to be serious about this RPG blogging thing, I feel that I need to at least make a submission instead of thinking about doing it.

I have an idea that is way too generic, or could become a one page dungeon for every genre. That’s my challenge rise up from being a mere “idea man”, to actual execution of the details. How hard can it be right?

If you are interested and never heard of it or never looked into it, check it out here.

Acronym and Terminology List

There are a lot of acronyms used in Role Playing Games. Below is a list that will be expanded as needed. As a work in progress, I have items that I have added but not yet added a description. This will be forthcoming. Those things that are most critical to following along I tackled first. I will address others as time permits.

It takes too long to keep defining every acronym in every article. To make it easier for all concerned, I have added this article to the link bar on the right.

You can download a PDF of this article here.

RPG = Role Playing Game. Role as in pretending to be someone else.

Roll Playing = A form of play that is more focused on rolling dice and third person descriptions of the actions of one’s character. It is looked down upon by some Role Players.

LARP = Live Action Role Playing. Dressing up and playing out a scenario with a group. While some who play RPGs might dress as a character or dress in a costume for a convention, or maybe even during play, not all who play RPGs have LARPed and not all who LARP have played RPGs. As a kid, dressing up like a cowboy or a soldier is the only LARPing I have done. If you think about it, Civil War reenactors are historical LARPers. Actors on stage or screen are LARPing too.

FLGS = Friendly Local Game Store. They sell RPGs and a variety of other kinds of games. They often sell comic books, video games, and many other kinds of games. They often have a place to play games, either in a specified area with tables, and many have one or more rooms or areas available. The often host tournaments of various games, or have regularly scheduled types of games on certain days of the week or other regular schedule. If one is looking for a game to join, or players to play, this is a good resource for local players. It is recommended that you buy your gaming supplies from your FLGS to help keep them in business, rather than buying everything online, even if it costs a little more.

d# & #d# – d4,d6,s8,d12,d20, d% stand for 4, 5 6 8 12, 20 sided and percentile dice. 2d6 means roll 2 six-sided dice. Percentile dice are two ten sided dice, the first one or the one of a designated color is the tens and the other is the ones. If both come up 10 or 0, it means 100%. If the first is 5 and the second is 6, it means 56%. There are specialized dice now that have 1-10 (0) and 10 to 100 (00), so that different colored dice or rolling twice are eliminated.

PC –Player Character. A character contolled by a player.

NPC – Non-Player Character. A character controlled by the Game Master.

DM – Dungeon Master. The referee of the game. The referee presents the scenario for the players and rules on what they can and can’t do based on the rule framework. DM is usually reserved specifically for D&D, or more broadly, fantasy RPGs.

GM – Game Master. Generic term for the game referee. Some game systems have their own term for the game master. For example, CK for Castle Keeper in Castles & Crusades by Troll Lord Games.

TSR – Tactical Studies Rules. Name of the company that produced D&D. Later sold to Wizards of The Coast.

WotC – Wizards of the Coast. Bought TSR. WotC is now a business unit owned by Hasbro.

PH – Player’s Handbook. Usually specifically the D&D, the  rulebook for players.

MM – Monster Manual. Usually specifically the D&D, the rulebook with the creatures one can encounter in the game. One can invent one’s own creatures or modify the existing ones.

DMG – Dungeon Master’s Guide. Specific to D&D. the rulebook used by the DM to help frame and interpret the rules.

Chainmail – This was a booklet with a set of rules for playing heroes on the battlefield using medieval miniatures. This gave the spark that led to D&D by Gary Gygax and Dave Arneson.

OD&D – Original Dungeons and Dragons. These rules were packaged in a white box, thus they were the White Box set. Published in 1974, this is what started it.

Basic – This is usually referred to as the Blue Box set and was a collection of the rules put together in a more logical framework but only covered up to 3rd level characters. It was meant as an introduction to get players to buy the White Box set. This is also known as the Holmes rules for its author Dr. J. Eric Holmes.

Expert – This was another restatement of the original rules and is referred as the Moldvay rules, as Tom Moldvay was the editor. This box was a magenta color.

BECMI – Refers to the Frank Mentzer 1983 edition of Basic, Expert, Companion, Masters, and Immortals Dungeons & Dragons. These rules were packaged in a Red Box.

Blue Box – See Basic Above.

Red Box –  See BECMI above.

AD&D – Advanced Dungeons and Dragons. This was a revision of the rules that was a collection of ideas from issues of Dragon Magazine. It was organized in a way that took one step by step from creating a character and explained what each ability allowed a character to do and what each type of character could do. This edition took the focus of rules and most of the sales were here. Originally this consisted of the three core rulebooks of the Player’s Handbook, Monster Manual, and Dungeon Master’s Guide. Later books included the Fiend Folio (a collection of monsters and creatures, Monster Manual II, Unearthed Arcana, Oriental Adventures, Wilderness Survival Guide and Dungeoneers Survival Guide.

1E – First Edition of AD&D, usually just AD&D.

2E – Second Edition AD&D. This was a revision of the rules that added new rules and revised, clarified, or eliminated old rules. This was the last version produced by TSR. I had some experience with this rule set, but very limited.

3E – Third Edition. this was a major revision of the rules. I have no experience with this. A lot of under 40 players got their start with this.  There is still a lot of controversy about it among some bloggers.

3.5 – This was a revision of the 3E rules. I have no experience with it. This was a like it or hate it for those who started with 3E.

4E – This was a revision of the 4E rules. I have no experience with it. I got into following the OSR bloggers and learned about it. There was a lot of controversy about it. Some likened it to trying to emulate WOW (World of Warcraft) on paper.

5E – This is the current revision of the rules that underwent a year+ beta period. It is slated for release in the summer, 2014. It is also called D&D Next. I signed up to get the beta materials and it is a streamlining of the rules back to the spirit of the original/1e days. Many see it as a response to the OSR. The base rules will be available as a free PDF, so one can get the basic information needed without a large cash outlay to play.

D&D Next – Official name for the fifth edition rules.

OGL – Open Gaming License. WotC released a lot of game information and material in an open license. This allows those who accept the license to use it as long as they follow the license and include it in any material they release. This has led to a lot of fan and competitors of WotC producing rules that clone the functionality of earlier versions of D&D. The OGL also covered modern and science fiction rules. Also referred to as the d20 rules. I am no expert on all this. Google is your friend. Search for more on this. As for the legal aspect of the OGL consult a lawyer.

OSR – Old School Renaissance or Old School Revival. Players who like the original D&D or AD&D rules/style of play. They either relied on the availability of PDFs of the original rules when they were originally available. WotC later took them down when someone posted their copy of the PDFs online so anyone could download. A couple of years ago the PDFs were re-released and are still available. In the time when those rules were unavailable, many relied on the OGL to build their own set of rules. Some developed their own set of rules before the whole PDF take down.

Retro Clone – A set of rules that mimic the mechanics or either Original, Basic, Expert, or Advanced D&D. This was enabled by the OGL and the interest of many who yearned to play the way they remembered. Some retroclones are Swords & Wizardry, Microlite, Pathfinder, Castles & Crusades, Legends & Lore, ACKs (Adventurer, Conqueror, King), to name a few. Some of these are available for sale some for free, some have been developed by an individual. Because of the clone nature of many of these products, supplemental materials and rules are easily adapted or interchangeable between systems.

Monty Haul – Term used to describe a DM who rewards players far above and beyond the risks and challenges presented by the adventure. Monty Hall was a game show host in the 70s and 80s for the original Let’s Make a Deal.

TPK – Total Party Kill. This describes a situation where for whatever reason, the entire party is killed in the course of an adventure. This can be from the party having exceptionally bad rolls, making really bad decisions, and unbalanced encounter or adventure, or even malice on the part of the DM. Starting characters are not very powerful and it is most often that TPKs happen with low level characters, but they can happen with more powerful characters.

Rules Lawyer – A player who argues minutiae of the rules with the DM to the point of distraction and aggravation of both the DM and rest of the party. It is beyond a question of clarification or interpretation. It is calling the DM wrong no matter what.

Grognard – Originally used to refer to the veteran’s of Napolean’s armies. Now used to refer to those who prefer Original or Advanced D&D or retroclones to the innovations of newer editions. Some consider D&D Next, AKA 5th Edition, to be more in the vein of the original rules. Some see Grognards as gruff and difficult curmudgeons. Others know that they are kind and loving individuals with a fondness for the best.

PWYW – Pay What You Want. Used in reference to DriveThruRPG and RPGNow which allows creators to specify this category, so you can get something for free, then go back and purchase it later. It is a way to get exposure for the other products by a creator.

RAW – Rules as Written. Some people prefer to play the rules as presented, others prefer to modify the rules to suit their tastes.

Appendix N – Refers to the AD&D 1st Edition Dungeon Masters Guide, Appendix N on page 224. This lists the authors and some specific titles of books and series of books that helped inspire Gary Gygax with creating his world. Appendix N is referred to as a baseline by some of what it means to play old school. Many use it to describe their own readings that influence the way they play.

Directions

Directions, as in “Which way did he go?”There are a few things to keep in mind when determining a random direction.

  1. Land, Sea, Air, Space, Alternate Dimensions/Realities/Planes?
    1. Two dimensional, Three Dimensional, or Four Dimensional?
  2. Simplicity verses complexity.

Roleplaying is not about making perfect game analogues to anticipate every possible piece of reality one would need to cover to have the most “complete” ruleset. It is about enough of a mutually agreed framework that allows the gameplay to proceed with minimal interruptions.

A simple, two-dimensional example we are all familiar with is the map or boardgame. The points on the compass give the basics of what is meant by direction. The most simple example are the four points of the compass, if one is facing an outdoor scenario, with modifications for cliffs or other features that make certain options difficult to follow. The complexity can be increased for the number of directions in a geometric progression. 1d4 for N,S,E,W; 1d8 for the four basic directions, plus the four “diagonal”positions on the compass, i.e. NW,SE, etc; and finally, 3d6-1 for the 16 points. Beyond this it takes 32 options, or 64 and complexity soon becomes cumbersome. This simple example leaves out determining if someone climbed a tree, or hid in the pond. Add a desired modification of up, down, and sideways to add complexity if ideas for continuing the story are evading your current stint as GM.

Two-Dimensional Tables:

4 points (N,S,E,W)

1d4DIRECTION
1North
2South
3East
4West

8 points (N, NE, etc.)

1d8DIRECTION
1N
2NW
3NE
4S
5SW
6SE
7W
8E

16 Points (N, NE, NNE, etc.)

3d6-2Direction
….….

While reviewing hex paper, it became clear that with 6 points and 6 sides a d12 could be put to use.

12 Points – Using points and sides of a hex.

1d12Direction
1First side of hex
2First point of hex to the right of the first side
3-12Continue with each of the remaining sides and points.

Complicaton

1d3Direction
1Up
2Down
3Sideways*

Sideways (NPC or creature or object being sought has encountered a complication.)

1d6Direction
1External Intervention
2Location Variable
3Backtrack
4-6Roll Twice,
or add more options, etc.

For example, if an NPC thief is fleeing the party into the woods, and he encounters an Ogre, does he live, die, etc? How does this change the direction?

For internal directions, such as a building, dungeon or town, the directions will be more limited to the available terrain. A dungeon with a straight corridor for 100 feet and no secret doors in that space only has forward and back without mining tools or powerful magic, or a complication.

Three dimensional movement is encountered most often with sea, air or space encounters. Three axes of movement are involved and quickly complicate things.

One could roll on one of the two dimensional tables for the direction and use a second die or roll for z-axis modifier for up/down. There is some discussion on this in the AD&D DMG. p?

Adding in another layer of complexity, like time is simple simply determine past/present or add in parallel dimension/plane. This level of complexity would only be found in a fantasy setting where play involved powerful enough players involved in dimension travel. While some use of this might happen if the party can’t easily follow, like Donjon from a “Deck of Many Things.”

The K.I.S.S. principle will go far, just pick the number of points that make sense and fit the circumstances to keep play moving. This is only useful if a pre-planned contingency is part of the GM’s plans, say if the party encounters an individual in a maze of twisty passages with multiple routes of travel, plan the route ahead of time, or save work and devise a fast method to plan the route, since players have a knack for avoiding the cool scenario you want to see played out.

Pantheons in Roleplaying

I do not like the idea of using the pantheons of real, yet dead religions, such as the gods of the Greeks, Vikings, Sumerians, etc.

There are several reasons for this. D&D already has a bad name and is wrongly associated with devil worship. Invoking the names of the gods of other religions, some of who are mentioned in the Bible, Apocrypha, and historical writings, just adds fuel to the fire. Both the Monster Manual and Dieties & Demigods/Legends and Lore, use these historical names. Tiamat, Mephistopheles, Zeus, etc. are all from historical religious writings.

While one could use a the structure of those historical pantheons, for their ready made stats in various game source books; change their names, to avoid continuing the stigma. It takes a lot of effort to come up with a religious structure from scratch. Yet, there has to be some framework of dieties if a player wants to be a cleric. For the humanoids, I go with the materials in the various source books. For the humans, I am torn between finding the time to develop my own, or just picking and choosing a few from the Greyhawk setting. After all, keeping prep time to a minimum, to maximize play is the key. A DM does want a life outside the game, right?

As a Christian, it does bother me to speak the names of historical deities while roleplaying. Roleplaying is not the same as having a literate discussion of the religion of the ancient Greeks.

That is one aspect of roleplaying where I think we should draw a line. Granted, we are all free to run the rules as we see fit for our own group. For my campaign in the works, I will avoid the use of any historical religious names, for both a clean conscience and to avoid the appearance of evil, for those who would judge our preferred game without all the facts.

Some may view this as a naive view of the world, but if we want our game of choice to be an option for the people of faith in our communities, or at least move them to a neutral and accepting frame of mind, we should keep such things in mind. Granted, there have not been a lot of movies about the dangers of D&D like in the 80s. However, I still do not feel comfortable discussing D&D with those who are more likely to look down on it.

While I have not run into outright anti-D&D sentiment in a long time, I have been an “in the closest” gamer for years. It was really bad when my wife questioned my beliefs when I mentioned that I like D&D. She like many from the 80s, bought the line of the movies and sensational headlines.I think I finally have her convinced it is not devil worship or evil, as she has not complained about having my books openly displayed on the shelves in our computer room. Yet she did state she did not want me spending hours wrapped up in those books. (She understands the time sink problem.)

How does your family, friends, and community react to D&D?

Magic Battle Standard

Robert, my brother, and I were at a game store that had a huge miniature  collection. I believe it was one of the times we made it to Kings Crown in Overland Park, KS, which was about an hour drive from home. I was 16 or 17, so about 1980-81 time frame.

They had a large terrain map, that as I recall was at least four 4×8 sheets of plywood. This was the central focus with the counter and displays around it. There were several “old guys” probably in the 30+ age bracket.

They regaled us of stories with their battles and talked of Magic Battle Standards. They gave their bearer and units that fought under them additional bonuses and protections. The more victories a unit won, the more powerful the standards became, until they were intelligent and could actively participate in the battle.

I wrote up some description for battle standards in my game, but no real stats yet. One thing I came up with was Greater and Lesser Standards. A Lesser Standard is magic, but does not grow in power, and has limits to how much of a unit it can protect. A Greater Standard, grows in power, etc. Using a variation on the rules for intelligent swords would be useful. I envisage them having alignments, so that will affect the kinds of things they can do. Perhaps even “holy” standards dedicated to a particular deity or pantheon. Another feature I came up with for Greater Standards is a bag of the same fabric attached to the pole. This bag will magic a soldier’s insignia to expand the protection of the standard to that individual. Only one insignia per day can be magicked when the standard is not in battle.

I have this vague recollection that these “old timers” mentioned planting the standard as a way for the unit to rally around the standard when the fight was going poorly.

I can see lots of choices for making such standards. I took the easy way out for now, and have the art of making them lost in antiquity, so I do not have to flesh this out in my game, until it becomes necessary. Since I have yet, to start this campaign, I have plenty of time.

Robert said he has his own rules for battle standards, but I have not yet gotten that information from him.

Abdul’s

My brother, Robert, is my favorite DM. He can improvise almost anything, and never seems to be surprised or disappointed with the actions a player has his character make. He has had what I would classify as four campaigns. The first campaign was the generic catch-all, different dungeons and modules.

His second campaign, was a desert campaign that centered around Abdul’s. Abdul’s was basically a giant shopping center for the adventurers. One could get anything at Abdul’s if you had the gold.

Abdul’s was inside  a giant mesa. If one looked up, they could see a Constellation class starship hanging from the ceiling.

I remember having to roleplay equipping our first level characters. I ran a thief, who foolishly asked for thieves picks and tools, and had to avoid the law.

Robert invented a couple of creatures, one was a mount called a quast. It was a fast-running desert creature that needed little water. It ran fast enough that a human rider could cross a large stretch of desert and not have to worry about dying of thirst. The other creature was a flying creature. I do not remember what he called it, but they came with a special saddle that had the commands on the saddle, and the word “avaunt” which meant to take flight.

One time two players had these new gizmos, basically Chinese repeating crossbows that could fire 10 bolts a round. They went to a cave and were trapped by a huge hoard of orcs, and rather than rely on our new weapons as Robert, the DM, thought we would. We instead drew our swords and died, a TPK becuase we did not rely on the tools the DM let us have.

Another incident we had in the desert was coming to an oasis and stumbling across a dimensional rift where a bunch of French Foreign Legionnaires were fighting desert tribesmen.

Abdul’s became a crutch for the players in this game and the DM had a great solution. Abdul had done something to offend some ghostly host that one night came and took away Abdul’s piece by piece, and we all watched it disappear. This was a transition to a new campaign Robert called “Quest For The Dice of Destiny”.