Tag Archives: Game Design

White Box Omnibus – A Review

I won a copy of White Box Omnibus, by +James Spahn of Barrel Rider Games on the Happy Jacks Podcast for Swords & Wizardry Appreciation Day.

Things have kept me busy since then. After White Star came out and I reviewed it, I figured I better hurry up and read through the Omnibus and do my promised review.

James’ own introduction to the text explains it well:

White Box Omnibus is a compilation of six previously published
products: White Box Companion, White Box Bestiary, White Box TreasuresWhite Box Adventures: The Wererat’s Well, White Box Adventures: The Wizard’s Tower and White Box Adventures: The Dragon’s Hoard. But a few extras have been added. In addition to cleaning things up a bit, there are a few new things you’ll find.

The Monk has been added as a player character class. It is written in the spirit of Arneson’s Supplement II, but streamlined to fit WhiteBox. You’ll find simple, easy to implement rules for introducing powerful magical artifacts into your campaign along with new monsters in the bestiary.

The three adventures featured in White Box Omnibus have now been augmented by an appendix – The Willow Valley Gazetteer. It’s a mini-campaign setting which can be used to tie the three adventures together, or even continue having adventures in that region.

Section 1 – Class options  Contains variations on standard classes that give bonuses in one area, but limitations in another. Such as the “sub-class” of cleric, the healer, who can use a healing touch once per day but has a -1 on to hit rolls.

Bard Class – This is a simple class designed to work within Swords & Wizardry and other D&D clones, instead of the kludge of AD&D.

Druid Class – A version of a cleric with a Forestry ability that allows tracking, passing without trace, or dealing with wild animals.

Monk Class – Similar to the class in AD&D, with house rules suggestions to make it more like the AD&D monk.

Paladin Class – With the exception of leaving out the warhorse, this is the paladin we recognize.

Ranger Class – With the Forestry ability, like the Druid.

Thief Class – Single skill called Thievery using a 1d6 mechanic based on level. This covers all the thief skills in a big separate table in AD&D. There is a house rule for climbing that add a bonus to the roll.

Section 2 Magic Items – A list of very interesting armor and shields.
potions, scrolls, rings, staves, wands, weapons, and three pages dedicated to miscellaneous magic items. The miscellaneous items has a house rule about “purposed magic items”, i.e. Artifacts.

Section 3 – Bestiary – This includes many creatures that are well-known from other versions of OD&D & AD&D.

For example, Brain Lord – Squid headed humanoids p. 39-40.

Section 4 – Adventure – Wererat’s Well 15 pages including the introductory illustration and map by Matt Jackson [G+ account deleted before archived.].

Section 5 – Adventure – The Wizard’s Tower – 20 pages including the introductory illustration and map by Dyson Logos.

Section 6 – Adventure – The Dragon’s Hoard – 18 pages including the introductory illustration and map by Matt Jackson
[G+ account deleted before archived.] .

Appendix – The Willow Valley Gazetteer – 22 pages including the village map by Matt Jackson
[G+ account deleted before archived.] , and an area map done in Hexographer. There is a d20 rumor table for the village and a couple of pages on communities of halflings, dwarves, and elves. This mini-campaign setting has a detailed village, and the area map ties it all together into the three adventures and several of the new creatures and items.

I am a big fan of AD&D. Mostly because it is what I knew and played for so long. I am growing to be a major fan of simple. Less rules and less “fiddly bits” that get in the way.

This large collection of material that supplements Swords & Wizardry White Box to give it many of the things I like about AD&D, or supplemental material from the later LBB’s. It also streamlines them and makes them easy to use, like the bard. In AD&D, the bard class is a mess. I don’t know anyone who started as a fighter, changed to a thief prior to getting the benefits of a 9th level fighter, etc.

The simple bard class presented here, plus the simplified single skill abilities for druids, rangers, and thieves make it easy to avoid paper shuffling and digging through the manual.

The magic items are new and interesting. They have given me many ideas.

I also like how James separates out ideas for house rules in grey highlighted text.

The simplicity of what is presented here is also modular, so that one can pick and choose what you want to use, and easily house rule things that you feel are missing or “not your way of doing things.”

I only skimmed the three adventures. They are clearly presented and to the point. There is enough detail to help out the DM and enough openness to easily supplement the material or drop it in to an existing campaign.

The gazetteer is a village with a map of the village and an area map that ties the three adventures together with the setting. This could easily be the start of one’s own sandbox campaign, or be dropped in as a new area to explore. It is a good model of one way to build a sandbox.

The layout is well done and the whole thing is easy on the eyes and easy to read on a screen.

Just as with the recent White Star, I recommend the White Box Omnibus!

Device Silences Unapproved Speech

Interesting Science Fiction turned reality, bad for freedom of speech.

Gun” that prevents people from speaking.

I can see despots and those who don’t truly believe in freedom of speech using this.

It would be great if during a true debate that the moderator could silence one party while the other party completed their statement, to enforce civility, but that’s a whole can of worms right there. We only seem to have true debates in structured settings that will never fly in the world of politics.

There’s a few people I know that won’t let you get a word in edgewise. This would be good for the DM to keep each player quiet while the one who had the turn to speak had their say.

However, this is yet another invention that excuses bad behavior, and instead of teaching people to share the floor and let others have their say, someone will get to decide who gets to have their say. Who gets to decide who can or can’t use this device?

While I think the world would run smoother if everyone else did certain things my way, I am smart enough to know that that would not be a viable solution. There are certain things on which  I disagree with others, and definitely things I don’t want to hear from others, but that is a selfish and isolating way to live. Many things that I like, I can’t do or create on my own, so I need people who are different from me.

If no one had the chance to say, ‘No.’; or to point out problems, or make suggestions, how soon might we regret that?

If you really don’t want to deal with the rest of the world, move to the wilderness, and unplug from all media.

Personally, I think this technology should only be used in the realm of science fiction and RPG’s. People should be held accountable for their words and actions, not denied the freedom to use their words and actions as they see fit. People will find a way to be a jerk, if that’s what they really want to do.

 

Arbalest vs. Heavy Crossbow

I did not make note of the article I read this on, but I wanted to get this scrawled note from an index card recorded so I can ditch the index card. I believe this is the article, but there’s no date on it, so I’m not sure.

It discussed the arbalest, a heavy crossbow, that used spring steel arms for the bow and had a range of about 300 meters, longer than 3 American football fields! It also had a fire rate of 2/minute.

They could shoot bolts or stones or shot. I’ll have to dig up the article, but it would be a heavy+ crossbow in D&D terms. Since a longbow is often credited as 12 aimed shots a minute and that is translated to 2 shots per round in AD&D, it makes sense that one shot per round for an arbalest. The heavy crossbow has a more complex cocking procedure, so one shot every other round.

Or is an arbalest just one expression of what the heavy crossbow in AD&D represents?

I mentioned in two past articles (one, two) about my brother, Robert, allowing a Chinese style self loading crossbow that could fire 10 shots a round, and our foolish characters ended up as orc food because we elected to fight with swords instead of our cool crossbows.

Finding the proper scale so that one isn’t dropping a combat changer into the midst of the game is the only part of balance I am concerned with.

Kingdom of the Dwarfs

I bought the book, Kingdom of the Dwarfs [Amazon Affiliate link], by Robb Walsh [Now a food writer and critic in Texas. Made me hungry for some good BBQ….] and illustrated by David Wenzel, back in the 1980’s. The copyright date is 1980, so I’m not sure what year I bought it. I know it was before I graduated high school, so sometime between 1980 and 1983.

I keep it with my RPG materials. I was trying to think of something to post about, and I remembered this book. I have not read it probably since I first read it after I got it home three plus decades ago.

I have looked at the art since then, and marveled at the skill of the artist, and wished I could do the same. Perhaps with intentional practice and some art classes I might do better than my present attempts.

I strongly identify with dwarves for some reason. I really liked the dwarf character from The Sword of Shannara  [Amazon Affiliate link].

Oddly enough, my favorite character is a half-elf. Although I play a dwarf in my Wednesday night online AD&D game.

The Wikipedia article about David Wenzel calls this a children’s book. As I recall, it was in the fantasy/science fiction section of the bookstore, so it was not marketed or sold in that store like a children’s book. I don’t think the theme is of a children’s book.

I remembered the basic story, but of course, the details eluded me. So I read it again.

It is a fast read. The text is mostly a set up of the book and then brief blurbs to set the scene for the art. The art tells a very detailed story.

Now I’m in the mood to detail the dwarven realms in my campaign. There’s never enough time to do it all!

If you want to build a dwarven kingdom or lost kingdom, this is a great source book!

Day 26 Z is for Z Axis

Z – Z Axis

As Kirk and Spock discussed in Wrath of Khan, don’t have two dimensional thinking.

Think of below the street level and above the tops of the towers.

Is there an issue with burrowing creatures or flying creatures?

Would a dragon or someone riding a dragon attack the city?

Is the ruined city so isolated by geography that the only way to arrive is by magic or by flight?

Is it a living but hidden city?

Is there a magical effect above the city, like the area of a rope trick, or other pocket dimension type space that is hidden from view? A place for observation of the surroundings and a great spot to ambush invaders, or trouble makers.

Day 25 Y is for You Owe

Y – You Owe – fines, taxes, tariffs, fees, tolls, etc.

If there is a fine, fee, or tax, where are the tax collectors? Where might the remnants of ancient taxes be today? This ties in with X Marks the Spot and with Vaults.

If a living city, where are the points where the government or local gang imposes fees for its services?

If a fallen city that is now occupied by new inhabitants, do they impose taxes and fees? If inhabited by ogres, they will just take all your stuff as the fee, as will most other humanoids and intelligent monsters. The ones that don’t eat you, will likely enslave you, or just kill you for the sport of it.

Intelligent monsters might impose exorbitant fees on passing caravans to let them pass mostly unharmed. This would affect the price and availability of certain goods.

If the city is not fallen, how far beyond the city walls to taxes and fees begin to be imposed? Is there a fee for every bridge and ferry, beyond the operator’s base fee? Are their toll booths at key locations along the road? If you have never had to pay a fee to cross a bridge or to drive on a tollway, this concept might be foreign to you. The AD&D DMG has a good overview on this. If the PC’s hang around civilization, they will run into lots of taxes and fees, which might induce them to go seek further fortunes.

For fallen cities, will random coins be found periodically near abandoned toll booths? Will the coin box be lost and found in some random location?

Will a tax collector have a hidden stash of his share, legal or illicit? In the ancient world, taxes were collected by tax farmers who bid how much they could collect, and they got to keep what they collected beyond that point, thus making them quite disliked by the taxpayers.

 

Day 24 X is for X Marks the Spot

X – X Marks the spot.

Note important locations, map it out – It does not have to be fancy, even a node map and rough idea of where things are will suffice.

With all of the free maps from so many talented artists and map makers in the OSR, and via many various websites, like Cartographer’s Guild, one can easily come up with a map. There are also lots of maps from the medieval and renaissance periods that are available online to give one ideas. There is more than one G+ community for maps and world building ideas. There is a surplus of riches in maps and adventure ideas, thanks to the internet.

For some city and town maps, I have taken something I found online that was close to what I had in mind, and used that to help craft something for my own needs.

Where is the important stuff? Where is the treasure in relation to the palace or the temple?

Have the rich buried or hidden their wealth when they fled, is it still there? Is it inside the city, or somewhere outside the walls?

If an abandoned city for hundreds or thousands of years, what groups, monsters, wizards, cults, etc. have made a home or base? Is that base still there? Is it inhabited by the original founders of the base or has it changed hands over the years?

All of the other articles in this series mention many different things that will have a location. Each of those things will have a quality of the original construction, degree of routine maintenance given when in use,  and the use, damage, neglect, etc. that these things have undergone if the city is abandoned.

Day 23 W is for Waste Disposal

W – Waste Disposal/Toilets/Outhouses/Sewers/Drains/Teleporters/Gelatinous Cubes/Otyughs/etc.

Water, food, and other things come into the city. This results in an unpleasant production that needs to be handled to avoid unpleasant odors and disease in the close quarters of a city. Even with clerics and paladins running around to cure disease, they could not heal everyone in a major plague.

Disintegrators could be used for the most hazardous waste, gelatinous cubes could be an invention for waste disposal and they become a menace in the collapse of a fallen city. Otyughs and other carrion eaters could be placed in the sewers to deal with waste, and could still be down there.

Breaking a barrier between the water supply and the sewer system could be more dangerous than mere exposure to disease. It could allow carrion eaters to get to other places. It could flood the sewers and drown the players, etc.

I can see a waste disposal/sewer system that is “dry”, that is there is not large amount of water coursing through it, if storm drains shunt water elsewhere. Gelatinous cubes and carrion eaters would go from one concentration of waste to another, removing what nutrients they can get from it. Even a fallen city, where the sewers are mostly intact might have some form of occupation that leads to waste, small animals, lost humanoids or adventurers. The sewers with such critters to handle the waste would have areas of near pristine, floors walls, and ceilings as all the contents of the sewer is picked clean. Any minimal accumulation of waste will “move” or “appear” and “disappear” as any PC’s explore.”Something” is down there but what?

I mentioned a series of teleporters to move about the ancient cities and empire. Such technology need not move people and goods. Using teleporters to move waste elsewhere could have interesting results. The location that receives the waste could have a huge number of carrion eating monsters. Anyone transported by this means, will have a nasty surprise both in waste and in what eats the waste. Such teleporters could either be constant, whatever enters the area of the teleporter is instantly transported, or it could cycle every so many hours or days.

Finally, disintegrators could be used for the most dangerous waste. Poof, it’s gone. Anyone or anything wandering into these areas would have some signs of warning, perhaps bars to block access. Bars might indicate blocking something valuable. It could be interesting to see characters break in to check out a room that is a disintegrator. Much like the teleporters, are the disintegrators always on, or do they have a cycle of so many hours?

Is the rain water/flood control using the same channels as the sewers? In an arid climate, minimal water would be used to move waste, as much water as possible would need to be gathered for later consumption.

Are there public latrines? Do people have latrines in their homes and businesses, or do they use chamber pots and haul the waste to a neighborhood waste pit? If gelatinous cubes and other dangerous carrion eaters are used to deal with waste, there would need to be some mechanism to prevent them attacking the populace. Only someone foolish enough to go into the sewers would counteract such safety measures.

Maps and adventures don’t often touch on the actual waste and chamber pots and latrines. However, if one is to use carrion based monsters, many of them presuppose waste. For villages, and even towns, they wouldn’t go to the efforts to deal with waste that is needed in the crowded confines of a bustling city. Chamber pots, outhouses, a back corner of the yard, or area outside the town limits is where human waste would be collected. Human waste can be composted for use in gardens, but it has to be extra hot in its composting method to use it on food crops. When human waste is used for fertilizing food crops, it often leads to the spread of disease.

What do guards on watch use? A latrine in the corner of the guard tower, or a chamber pot, or just over the outside of the wall? How common is it to be walking down the street and someone toss out their chamber pot to the street below? What is the chance that someone rises in the middle of the night to take care of business and dumps the chamber pot, with bleary eyes, to the street below and it hits the thieve(s) sneaking about on their way to or from their latest heist? If on their way to their heist, are they “marked” so well, that they decide to postpone, either long enough to get cleaned up, or for another night? Is the nature of the heist one that they can’t re-schedule? If this happens after the heist, is it close enough to the location of the heist that it makes them easier to track?

UPDATE: May 31, 2015 – I found this article at the Register about London’s sewer system. the key point is that it still dumped into the river, just not where there was a large enough concentration of people to complain about the stink. Also, the capacity of the system when originally built 150 years ago, was such that a large part of the current sewage system of London still uses it.

Day 22 V is for Vaults

V – Vaults – wealth of city, guilds, nobles, adventurers, etc. Where is it kept? Moneylenders, money changers, bankers, etc. Thieves and Assassins will do a lot to get it. Taxes, etc.

Where is the wealth of the city kept. In a fallen city is any of it still there?

If treasure maps lead to the city, where might it be hidden? Tombs, cisterns, fountains, basements, etc.

Vaults can also hold tombs, coffins, etc. Vaults are also a type of architecture with high ceilings. A vault might have a vaulted ceiling.

For all your cities, living and dead, where is the wealth kept? A high level thief out for a major haul, might want to know. A party more interested in robbing the wealthy than plundering a dungeon might want to know. Nobles, the wealthy, merchants, and anyone with anything that they consider valuable and are concerned others might take it from them, will have some way to protect their stuff. A crazy old man might have all kinds of junk he considers valuable and due to his paranoia devises elaborate means to protect it. This could lead to a lot of people going after what they think is valuable, and it is just junk. Wizards will have protections for their books and scrolls, experiments and items, and more rare spell components. Temples will have divine magics and other things to protect their wealth. Even the poor who have squirreled away a few coppers or silvers will have a hole in the wall, floor, ceiling, or hearth to hide their meager wealth.

A city is a living thing unto itself. The GM will need to have the thieves and others of that ilk doing things, or have a list of things they might be doing, in case players seek it, or something needs to happen in town to keep the game interesting. There could be some famous or rare item that is rumored to be kept somewhere in the city, like a wealthy merchant or noble is known to have the biggest ruby in the land. If the player characters are in town, is it a coincidence that an ambitious thief or gang of thieves have a plan to steal it?

For a fallen city, there will be rumors of great treasures for those who dare to seek it. Where was it kept originally? Is it still there, or is what could not be hauled off hidden nearby, in hopes that those who found it would return?

How might vaults and other stores of wealth be protected?

  1. Hidden – Behind a tapestry or curtain, behind a concealed or secret door, under the floor, above the ceiling, by magic either made invisible or disguised. The more unusual and less obvious the hiding place, the better. Hiding in plain sight can be a good one. Location, location, location. It must be difficult for thieves to gain access, but must not be too inconvenient for the owner to get at his or her stuff.
  2. Locked – Bars, locks, gates, and anything that presents a physical barrier that prevents just opening the door or lid. This can include magic, like wizard lock.  Where is the key?
  3. Guarded – One or more men, monsters, items, spells or a combination thereof can actively prevent access. What is the password? How avoid having to fight the guard(s)?
  4. Trapped – Active or passive traps. A pit before a chest is passive. Spring loaded dart traps are active. Again, this can include magical traps, like fire trap. How can one avoid/defeat/circumvent the trap(s)?
  5. A combination of two or more of Hidden, Locked, Guarded, or Trapped.
  6. A combination of all of the above.

My article for I on Innkeepers touched on hiding places for the proprietor.

Back in February, I wrote a post with some tables on Locks.

Day 21 U is for Unusual

U – Unusual – Sites, sights, sounds, smells, etc. See DMG tables for dungeons for ideas.

What is unique about this city? What sets it apart from the others?

Is it a tourist or pilgrimage destination?

Is it the site of a famous battle, a famous magical occurrence, wizard dual, undead invasion, etc?

What is so interesting or special about this place that it would bring the player characters here? Why should they care about this magnificent work that you have labored over for hours, days, and perhaps weeks? In short, so what?

In my campaign, I had an NPC advise them not to go to the ancient city because I did not have it ready. I finally made some rough plans and ideas, and they said they were headed to the city, but kept making detours, then we have not played. This series has been me fleshing out ideas, and making some charts and tables to help me with this city or any of the other ancient cities around the fallen empire. I can also use this to help with a new setting of various genres, not just fantasy.

A city can be a place where the town, wilderness, and dungeon meet. A city has all the “civilized” aspects, plus all the odd things that can happen there. The wilderness can encroach on the city, when a monster or group of crazed animals enter the city. The city may have lots of unexplored spaces underground, sewers, cellars, etc.

A city gives the opportunity to have multiple cultures interacting. Players can find a job, find someone or something they are looking for, or get into more trouble or find some injustice or other happening that they can act on now and be delayed in getting to the dungeon, or act on later when the consequences of failing to act now are played out.

Cities present the image of civilization, is it only a skin-deep veneer, or does it permeate the mindset of its denizens? Does what this city considers acceptable behavior something strict and uptight, or something more nebulous, or perhaps something frightening to the truly civilized?

Cities of any size will have a dark underbelly. How easily can this be found? Does it infiltrate all levels of society, a single general neighborhood, or only those places that you must know where to look?

Every genre of RPG, fantasy, science fiction, etc. has a place for cities. Some claim that you can’t have good adventures in cities, other claim you can’t have good adventures or good campaigns without them. I say, it all depends on the desire of the players and the skill of the GM.

Cities can be a place of refuge and safety, or they can be a bottomless pit of danger.

Things happen in cities that rarely or never happen anywhere else. It’s hard to have a riot in a thorp of 20 people. At least, what we tend to think of as a riot. Under a certain size, it is hard for anyone to avoid the prying eyes of everyone in town. If you have ever lived in a small town, you know what it is like to live in the fishbowl of everyone knowing your business, sometime before you know it. For certain illicit activities, it is difficult to keep it under wraps without a large number of the town knowing about it. Unless it is the kind of town where everyone is in on it, a science fiction/horror movie like Invasion of the Body Snatchers, where strangers are shunned, rushed out of town, or incorporated into the population, small towns won’t have some of the activity found in cities.

Cities of a large enough area and population can have all manner of things occurring. Smuggling, drugs, prostitution, murder, robbery, and other violence, graft, and intrigue. Certain things may not be illegal, like drugs and prostitution, merely frowned upon by the “respectable people”. Of course, some of them are hypocrites in secret. Is it truly a secret, or a known thing, but never spoken of type secret?

If there is a thieves guild, how organized are they? A newer guild may only focus on the small scale robbery and break ins. A more established guild, or one with a more thoughtful guild master might find a way to gain wealth without drawing the ire of the guards, or figure out how to bring the guards into it, etc.

The black market will require someone to bring in the illicit things, whether they be items prohibited from import from an enemy country in war time, or items that require a high tax, or items that are illegal for some reason.

Will there be any cities that are so unusual that there is no thieves guild and the party thief exhausts his knowledge of thieve’s cant, and still can’t make contact? Would this be a population under mind control, truly free of crime, or pulling a fast one on all newcomers?

Is there a zoo, menagerie, museum, or other site to see in this city? Would the wild animals from the zoo of a fallen city have descendants roaming about? Perhaps a pride of lions, a troupe of monkeys or apes, or even something more fantastic.

Would there be some item or artifact of the ancients on display in a living city, or would a fallen city hold the mundane and marvelous items of the forgotten past? This is something where fantasy, science fiction, horror, and apocalyptic genres all converge. The ancients had things no longer used or understood. Things that can change the course of events in the current time. In AD&D this is represented by the Artifacts and Relics in the DMG, in Metamorphosis Alpha this is represented by the forgotten technology that is found and perhaps put to a helpful use.

+Adam Muszkiewicz’s city of Ur-Hadad is a mixture of all kinds of weird and unusual. Rugs made there have some strange property that hold information that can only be understood by a few. Some of this, I am sure he comes up with at the table as it happens, and other stuff he has notes for ideas. Use whichever works for you.

Make a list of what is unique or special about this city.

  • Why was this city founded?
  • Why is is located here?
  • What is the one thing this city is/was known for?
  • As with +Jeff Rient’s 20 Quick Quetions for Your Campaign Setting about the greatest people, monsters, and so forth in a campaign, do the same for your cities.
  • What are the major imports/exports of the city?
  • Where is/was the largest/most valuable gem, treasure, magic item located?
  • What is the predominate architecture of the city?
  • What is the craziest rumor you will hear? Is it true?
  • Anything else you feel is needed to bring this city to life at the table. Review my prior posts on cities in this A to Z Challenge for other ideas for your cities, like Entrances & Exits.
  • Ask the players for their ideas, use them then and there, or save them for later.

The unique, unusual, distinctive bits and bobs you attach to your cities help bring them to life, and make them different, so that while cities have some aspect of sameness to them, they are not all cookie cutter duplicates. The same should be said of dungeons. While they are all underground, there should be something different about them. All the tombs in a series of barrows might be nearly identical, except one has more traps, or more undisturbed traps, or more wealth, or better construction, etc. Likewise, all the cities of an empire spread across hundreds of miles might all have common elements, but relative age and local culture will add their own distinctiveness. As with everything else in RPG’s it is expected to steal ideas, that is, gain inspiration, by borrowing from reality.

What can you learn about real ancient cities, or current cities? What twist can you find to put on like cities, or what quality or aspect of cities can you “swap out” to make each one distinctive? Even if running adventures in living cities is not your thing, such embellishments will help make your dead cities more real.

For example, Kansas City, Missouri, is called Cow Town, for all the stock yards that were the end point of cattle drives, once the rail head moved west from Sedalia. Large stockyards have a distinctive odor. If you have ever driven by a modern stockyard, you get the idea. The direction of the wind, and location of the yards will influence how far the smell travels and how strong it is.

Rome is called the City of Fountains for all of its fountains. The list could go on.