Tag Archives: Game Design

Old Age And Treachery

An old saying, “Old age and treachery beat youth and skill.” I didn’t spend enough time on Google to find who said that originally. I did see that there is evidently a Waylan Jennings song either by that name or with that line.

My boys and I have wrestled since they were little. It has been a long time since I could wrestle them both at once, but one at a time I can also still out wrestle them. Not bad for a fifty year old bald fat man who once broke his back. Although my youngest is built like a linebacker and probably equals my weight, he’d be a challenge. My oldest is a bean pole that I have at least 50 pounds on him, so I can move him and pick him up as needed.

I haven’t taught them all my moves, and they didn’t really wrestle and get into the fights like my brothers and I did. What’s the other saying, “I taught you everything you know, I didn’t teach you everything I know.”

Magic users and sages will guard their information jealously. Sages are more likely to part with their knowledge for mere coins, but more likely for more information to add to their knowledge. Wizards and illusionists will want to add to their spell books or acquire items that will help them. If mages need money, they will make that seem like they are making an exception to take a larger chunk of coin since the character(s) don’t have any magic they want or can use. Wizards and their apprentices would not be on equal terms until the apprentice nears parity with the master. If the player characters become wizards, will the former 7th level master also advance? In my campaign, I have the classed NPCs gain levels unless I have determined they have retired from adventuring, and their earning of experience is very slow.

Thieves, assassins, monks, druids, and some fighters might have techniques and skills that they reserve for use when they are moving up the hierarchy, assuming AD&D 1st edition rules. I don’t know the newer editions and if they had the same combat to advance rules.

Rangers and Paladins would tend to guide and train each other, but could hold back some skills for personal or personality reasons.

Good Clerics would only hold back mysteries that their fellows were not ready for. Evil or chaotic clerics might hold back information that threatens them being the most powerful cleric of X in the land, world, universe.

I don’t know specifics of how I would use this idea in my game, so far, not a table or some mechanic like that. I have vague ideas of personality quirks, like the guy at work who won’t share what he knows because he thinks he’ll lose his job if others know how to do it.

What ideas does this generate for you?

RPG Game Design

My thoughts lately are on RPGs and their design. It occured to me that there are certain aspects that need to be accounted for in such games.

Genre – This should be in some ways, perhaps most ways independent or not the major driver of the rest of the game mechanics. The mechanics should provide a clear and relatively simple way to convey the various “standards” of the genre that require game mechanics. The flavor or story for the genre should be independent of the mechanics. For example, one can use any fantasy rule set to play a dungeon delve.

Parameters – This is the guts of the game. How does one represent the reality of the world, the situations, the crowds, and the abilities of the characters?

Characters need to have ways to interact with the physical world, such things as strength, dexterity, constitution, charisma, and movement. Can you move something? Can you do it gracefully? Can you take a hit? Can you influence others? Can you run away, or catch someone?

Then their is the internal world, of intelligence, wisdom, knowledge, etc. that influence what you know and how well you can express or use it in the game.

Will the game ever need combat? I can’t think of any RPG that I have played that didn’t have some sort of rules for combat. How detailed do they need to be? Does combat make time stand still and it take hours of real time to determine what happens in a few minutes?

Will the game strive to mimic certain aspects of reality and to what degree?

Will role playing be used as a cornerstone to get past the need for rules on every little thing? Can the game be played and enjoyed without a serious commitment to sticking to your character role playing?

Will an in-depth example/instructions be needed to explain how to play this game?

How will actions that are not a given be resolved? Coin toss, drawing from a deck of playing cards, standard six sided dice, or the usual trope of various types of dice?

Will characters advance in power, abilities, or levels? How is this to be determined?

Will the rules be simple enough that anyone can quickly grasp them, or do they need a serious understanding of the game world and have multiple books to make a session even feasible?

Most RPGs rely on the same structure, abilities, levels, combat tables, dice, etc.

I have read many various discussions of RPGs and rules of newer RPGs, some go the lightest of all possible rules, like Risus; while others seem to go for making a roll out of everything and take the need for any role playing or creativity out of it.

Fantasy games have magic and so forth. Science fiction has exploration, nuclear or other apocalypse, etc. Horror, like Cthulhu has everyone going crazy. There can be westerns, spies, superheroes, or any other literary or movie genre that you can think of.

The best rules are ones that your gaming group can get behinds and use to make the experience of a game session fun, enjoyable, and worth repeating. I started with Blue Book Holmes Basis D&D back in the spring of 1978. It got us started. When Advanced D&D came out, we understood that it was better than mere “basic”. I have learned over the last few years online, that there was a lot to Basic D&D that I missed out on, mostly ideas and so forth. It really isn’t that different than AD&D. There are a lot of rules in AD&D that I ignore, especially relating to combat. In general, if it doesn’t make sense, or unnecessarily complicates things, I avoid it, or come up with something simpler. If it is all about paper shuffling and consulting the rule books, it gets old fast.

As I say often, if it isn’t fun, you’re doing it wrong.

Delving Deeper Has Arrived

Last week, in response to various postings about the Delving Deeper on Lulu at less than $5.00, I ordered it. I don’t recall the day I ordered it, but it shipped on the 21st, and was waiting for me in the mailbox when I got home today, the 28th.

The box is much larger than the book itself. When I opened it I found out why. Instead of being packed to bursting with newspaper or packing peanuts, it was wrapped in a piece of thin Styrofoam and that was shrink wrapped to a piece of cardboard so that it would not move. The cardboard is sized for a snug fit in the box. This was my first book ordered via Lulu. I must say I am impressed with the method of packaging and the fine condition that my new book arrived in. I am also impressed by the book itself. I am now much more interested in ordering books of other rules sets, like Swords & Wizardry and OSRIC, to name a couple. The softcover is very good, I’m almost afraid to read it so I don’t damage it.

Delving Deeper Packaged Well
Delving Deeper Packaged Well

So far I have only skimmed it, but I did read through the free PDF, from Immersive Ink. I also looked at several articles and followed along with the week review of Delving Deeper by Adam Muszkiewicz. There is also a Delving Deeper G+ Community.

I like the simplification of the original basic rules. It boils everything down into one book of 130 pages. The print is easy on the eyes, and I look forward to reviewing the whole thing in depth. I like some aspects of these rules. I can see this as a basis for introducing players to the game. I’m not a dig deep into the statistics kind of person, but I like that the author, Simon J. Bull, knows OD&D and Chainmail, and took the time to correct the combat tables to be more statistically balanced. I’m not the kind of DM that gets that deep into the rules to know all the kinds of details and many would consider trivial. When I play a spell caster or a multi-classed character, I look more in-depth at the rules to see what I can do with a character, but still not to this level of detail.

The cover is also much more impressive and clear than the image in the PDF. It is a pen and ink drawing, which is fitting for the name of the publisher, Immersive Ink, and is also dark and does not photograph well. My picture of the cover below looks better on my monitor in a photo viewer. It did not scale cleanly when I did a test preview of this post. The cover is full of action, and you can’t fully appreciate it without having a copy in your hands to peruse closely for hidden gems, like in many of Dave Trampiers ink drawings in the TSR rule books and modules.

Delving Deeper Cover
Delving Deeper Cover

I am curious to see the next iteration of these rules. If nothing else, there are lots of little tidbits that I can use to inform my own style of play.

The Challenges Of Game Prep And Game Design

Both preparing for a major area of a campaign, or parts of an adventure, or developing something to publish, or as part of a collaborative project, can encounter a lot of inertia.

Getting the initial ideas together, whether bullet points, semi-detailed notes, sketches, or miscellaneous bits and pieces can often be the easy part. Yet, for me at least, finding a big enough block of time to make sense of it and compile all the pieces into an easily usable whole is challenging.

I can wing stuff in a game, but some things take just a bit more time to plan out. For example, I placed an NPC in my campaign that sells treasure maps. His caveat to customers is that they are real maps to real treasures, but he can’t guarantee that any treasure is still there. He goes to markets and bazaars far and wide and generates a collection. He then disappears to rebuild it, when it gets thinned out. I made the brilliant decision to let him have 39 maps (a randomly generated number), most for the general area when the players are running around with a few for the ruins of the ancient city nearby. The rest being scattered far away, and a couple for Ogre Island, the home of a famous archmage who really only wants adventurers coming there if they have slain ogres. The players bought all the area and ancient city maps, and the couple to locations on Ogre Island.

I then had to figure out details about these maps they bought. I made them pay quite a bit for them, but not so much to stop them from buying A LOT of maps. I like the d30 Sandbox Companion, and a couple other resources I tracked down for this. I came up with the size and condition of the maps, the landmarks around the treasure, whether the treasure in whole or in part was there, or if it was buried nearby, and the skill of the cartographer and the language it was written in. That was not too difficult. I then had to figure out where to place all the maps. Finally, I had to sketch out the maps.

I spent several hours on this and ended up with extremely rough sketches of maps. I figure that I could just describe them and go from there. I still have some ruins and a couple dungeons to plan.

After all that work, the players were focused on other things and haven’t tried to find one treasure.

Another example is the ancient city. I had a name and a vague idea of a layout in my mind. I dissuaded the players from going to the ancient city by having a trusted NPC tell them that it is very dangerous. I would have been fine if they went there, but they realized they needed a bit more experience. Especially when random undead traveled north along the ancient road to the large town/small city with their base of operations. So I took time to plan out some details of the city and figure out which locations where described by the treasure maps of the ruined city.

Again, after all that work, not near as much as for all the treasure maps, we have not played.

The good news, I have a lot planned and can deal with most situations, and have several ideas if the players decide to do something else.

I know that I shouldn’t plan too far ahead of my players to avoid burnout, but I like the design. It is fun to figure out certain details, however, it is the most fun to watch the interactions of my players with the ideas I present to them.

Working on a collaborative effort in cooperative sandbox design, I want to do my best so that my part is not the weak link in the whole.

As with general preparation as a DM, finding enough time in a large enough block to do more than nibble around the edges can be a challenge.

The lessons I have from this are manifold:

DM prep for my own game can be snippets that I can wing as needed. Often only a name for an NPC, a location name, and perhaps details of spells they have are usually enough. Many details can be generated on the fly.

Tables to help fill in the gaps. Good, bad, or indifferent – you can wait until they discover a treasure with gems and jewelry to roll what it is. It can make the players wait a bit, and can result in some enormous gems – if you let the results stand.

Maps only need to be good enough for me to know what is going on. If you play old school with theater of the mind, you don’t need miniatures and terrain maps. I haven’t made the players do mapping, and so far they have not been in a scenario where it makes sense for them to be lost. They have yet to find a ruin big enough to be a classic dungeon.

Players tend to want to know names of people, locations, taverns, businesses, and stories behind magic items. In addition, personalities of NPCs and monsters are needed so they are not all the same. More effort in these things can avoid delays at the table coming up with a new name. NOTE: I generate several NPC names and cross them off when I use them in game. I haven’t generated enough names to feel like I should re-use them. Tables and online generators can help with this.

I have a few memorable NPCs that the players most encounter. I have different city guard personas, some are matter of fact about their job, “just the facts”, ma’am types. Others are more laid back and just make sure things are not too far off from the rules. There is one who points at people with his spear and swings it around when pointing at the next person he talks to. I haven’t named all the town guards, just the captain and lieutenant. The players haven’t asked for lots of names, I just say, this guard acts thus and so, and if they need a description, I give it. The guard that waves his spear was a fun twist I came up with on the fly, and the players loved that twist. I rotate them, and understandably, the other guards don’t want to have to work with the spear swinger.

All of the things that work well to make a campaign that I can run effectively and give enjoyment to the players are usually far less detailed than required for either an online game, where time is usually more limited than an in-person game; and obviously not what is required for something that is part of something to be published for use by others. While game prep can be done in a pinch, preparation of something to share for others as a basis for an adventure or add-on area in their campaign requires enough detail that the DM only needs to tweak it for use in his game, and not spend hours trying to figure out what you mean or what pieces were left out.

As with a school paper, or other similar project, a collaborative OSR project or something you wish to publish can be done in smaller snippets of time, unless there is a hard and fast deadline.

I think we might all have dreams of making and publishing our own materials and selling to the world of fellow gamers. Many of us know we don’t have the skills, some know that we have the skills but not the drive to finish what we start. While one can use their campaign as a basis for a published project, one should make sure anything they publish is polished.

After reading about failed or terribly botched and nearly totally failed Kickstarters related to RPGs, this has come to mind. Who wouldn’t want all the money that goes with a hugely successful Kickstarter? Most don’t realize the true level of detail involved. In addition, the tax implications and record keeping required are far beyond what the average person expects.

If you want to do a Kickstarter, get your feet wet and participate in a collaborative effort and see how well that goes. Dare to publish some tables or a module and make it available for free. If it is done well and hits the target market, then maybe you have the knack to share something to sell. I’m no expert on the how to do it, as I have not done these things, but I have seen what other people have done. Some obviously have a knack for cranking out good stuff consistently. However, I have also seen a lot that I could do better slapping it together, some of it for sale. I also would be hesitant to risk negative criticism that comes with such things, so thick skin is probably helpful.

So I dabble and continue to share my thoughts on my little blog. It is nice when others recognize my small contributions, but I get more out of it as I get in my writing, and crystallize my own ideas. That is more valuable than money, but  if anyone wants to send me a Dieties & Demigods with Cthulhu and Elric, et. al., I’ll let you. Cash also is the perfect gift, since it always fits. 😉

 

 

 

10 Tons Cement Reveal Ant Nest

After filling with ten tons of cement and moving 40 tons of earth an ant nest covering 50 square meters and 8 meters deep is revealed.

Use this to help plan your next nest of giant ants.

 

 [EDIT: 10/28/2014]
I changed the link from a Facebook page to a YouTube video of the same footage.
I also found this link to the full documentary.
I also forgot to add a link for this chart/table to generate a giant ant’s nest to the original poster.

Exchange Rates of Coins in RPGs

I wrote a long comment on a post from Dyvers on the Pen & Paper RPG Bloggers. Dyver’s original post here.

I liked what I wrote so much, that I decided to make it into a post on my blog. This is how I do it in my game. The players don’t like it. They have found some people that are willing to buy ancient coins, like the sage who wants to fill in his collection of coins from the ancient empire, to help him piece together a history of its rulers, and he pays well for them. This is not well enough to offset the money changer. There are a few less than scrupulous merchants who take the ancient coins, but charge more.

Dyvers is wanting realism of monetary exchange in his system. I understand the sentiment. In my game, I keep it simple and just have names for different coins. Some coins, like electrum and platinum, are rare and either ancient and out of circulation, or only used in a few current places. Exchange rate math it complex, just google for exchange rates and figure out the formula to convert from dollars to yen and back to dollars. Does the exchange rate fluctuate like in the real world? I like realism, but adding more things to slow down the game while I do math, is just one more complication and aggravation both for me and my players. If you can handle the complexity in your game without impeding the flow of gameplay, then go ahead. As with anything in RPGs if it works for you and you, the GM and your players are having fun, you are doing it right!

Below is what I wrote in my comment to Dyver’s post:

A simpler way is to have a copper = a copper, etc. but in the neighboring kingdom, they only take that kingdom’s coins, so the players have to go to the money changer and pay the fee, say 3% to 10% or more, depending on how honest the money changer is and if the PCs have insulted him, etc.

Wait until the characters get to a small town and are out of local money and no one will trade with them, or only at a price where the individual or merchant comes out ahead after they makes a trip to the nearest money changer. Prices can easily go to 1.5 times to 2 times or more due to the hassle to the merchant to find a money changer. Reliance on gems, jewels, and bullion could get around that. Reliance on bullion/ingots could have other complications. With gems and jewels can the players get the full value out of them in trade?

Also, if the players haul back a treasure from the ancient ruins, there is the money changer, and maybe the tax collector so the local lord/kingdom gets their cut.

For treasures found on monsters, set how much of it is which kingdom’s coin. Is it an existing kingdom, or one long conquered? If the orcs just robbed a merchant train, it would most likely be all coins for the kingdom where the merchant does business. If a merchant crosses between nations, he will have a supply of coins for each nation, plus more portable jewels and gems.

The breakdown of a treasure into 50% ancient coins that require a tax and the money changer, and the remaining 50% split between two or more kingdoms that require a trip to the money changer, and go a long way to shrink the haul. In this case, I would rule the players get the experience for all the coins in the treasure they haul back to civilization, in AD&D, even though they don’t get to keep it all.

There are a lot of ways to boost the realism and make a copper more than a copper without the complication of exchange rate math or a fancy table, or reliance on a spreadsheet at the game table.

Collaborative Sandbox Design

I am a participant in the Tenkar’s Landing Crowdsourced Sandbox Setting. It is an interesting concept and it is cool to see all the ideas and how people consult their neighbors to sync up features like rivers and roads and adjust maps to flow with the ideas of others.

I picked a swamp hex. In my campaign I don’t have players running around near a swamp, so my ideas are limited in application to my game. However, other’s hexes have ideas and terrain more in line with where my players are running around, so I can glean ideas.

I see this growing and becoming a very thick book, even a series of modules.

I can’t wait to see how it all plays out and fits together.

Reality of Wounds and Other Things

CAUTION: Explicit content about injuries, death, and dying. Not for the squeamish or easily offended. This is also based on my personal experience and knowledge, some of it formal training, and some self education from miscellaneous things I have read over the years. Like a lot of other RPG players, I am good at Trivial Pursuit due to my eclectic knowledge and dabblings in a lot of different things. That does not mean that all of what I have written is using the correct terminology or explanation, but is an illustration for adding flavor to your game. This is not for everyone, so if this is not your cup of tea, move along.

The following is to give a sense of things and not to be the basis for a special table or more realism in the game engine. Just information to keep in mind, either for descriptive purposes, or for effects on characters and NPCs to add some flavor to the game. Disease and parasites are covered on pages 13 & 14 of the DMG. I have rarely played in games where this was used. My only recollection of something close to this was one player reading a cursed book and getting a psychological disorder, which is not the same thing.

The effects of wounds can be much more devastating than the game might convey. Unless it is a game with magic, like a heal or restoration spell in AD&D or similar, or a high-tech science fiction RPG with technology to put you back together. Side Note: If you think about the Star Trek transporter technology, no injury would be a showstopper and one could merge their memories with a scan of their younger self and maintain perpetual youth.

Major Bones:

I knew an elderly woman who broke her hip. The shock to her system was such that she was confused and didn’t know who or where she was and didn’t know anyone. It was several weeks until suddenly one day she knew what was going on. Major bones breaking can cause people to go into shock and lose consciousness. The breaking can be from a fall, accident, or wounding, like being shot. Surgery to fix a broken hip prevents death. Prior to such surgery, people with a broken hip would die of pneumonia because they couldn’t get upright enough to keep their lungs clear.

Adrenaline:

Once one of my brothers, Robert, and I were coming home from school. I was driving a 1973 Buick LeSabre, a tank of a car. It was wide and long, and low to the ground. I could lay down in the the front seat and not be cramped. Robert and I were trading punches in the arm. We started that just as we turned onto the bottom of our street. By the time we were pulling in the driveway, we had passed the point of fun and were both pissed. I pulled in slammed the car into park and opened the door and started to get out. Robert grabbed my shirt and pulled me close and hit me so hard he knocked my torso out of the car. He had at least 50 pounds on me, maybe more like 75. I jumped out and ran around the back of the car and he met me and we punched and swung and swirled and were engaged in mortal combat, two testosterone crazed teenagers. My dad heard us and came to the front porch and hollered at us and broke it up. Robert’s hand started hurting. He said he hit me in the back. I had no discomfort in my back. I am surprised we didn’t have bruises. Adrenaline can stop you from feeling pain as part of the fight or flight process. This is why bears are known to fight beyond the point where they should be dead as reflected in the AD&D Monster Manual.

Eyes of the Dead:

I once sat with a man with terminal cancer so his wife could get a break and go shopping. While she was out, he died. I combed his long hair, etc. to clean him up. I tried to close his eyes and they opened about half way. I tired several times. This is the origin of coins on the eyes of the dead, to keep them closed. It is why modern undertakers sew shut the eyes of the dead, if there is to be a viewing. When the wife returned she was bothered that he would be embarrassed to have soiled himself. I had to explain that when you are dead you can’t control your bladder or your sphincter. When creatures are killed in game, there will be an odor on top of whatever the thing smells like.

My family has grown weary of my complaining about every movie and TV show where they close the eyes of the dead and they stay closed. I can’t help it, that is totally wrong! In modern American culture, we have distanced ourselves from death. Sanitation, plentiful food, vaccinations, and antibiotics have done so much in the 20th century up to the present to halt huge numbers of people dying from the simplest things. I think it is morbid to have a viewing of the dead, but it is a part of closure and reminds us that we are all mortal. The majority of people who eat meat have never killed any animal for which they eat its meat. We are so distanced from the death and slaughter that leads to our plastic wrapped meat, it is all too easy to forget where it comes from.

The dead also fart and can make sounds like they are exhaling or gasping or moaning. There can also be spontaneous muscle contractions and a dead body can “sit up”. My high school biology teacher said that in college he had a job driving a hearse to transport bodies from the hospital to the funeral home. He quit after he looked in the rear view mirror and saw his passenger “sit up” in the body bag.

As a body decomposes it will swell and eventually burst. I “missed out” on this experience, thankfully.

A body in water swells up like a bloated water balloon and easily comes apart during retrieval from the water. I am very glad, I have never had to be a part of something like that!

Rabbits:

I hunted rabbits and squirrels in high school. I did not know that rabbits made noise until I wounded one. A wounded rabbit makes a sound like a baby crying. It is heart wrenching. I still finished it off, dressed it and cooked and ate it. Rabbit and squirrel have a consistency similar to chicken and a somewhat similar taste. Wild rabbit and squirrel have a “gamey” taste to them, that is common of wild animals. It is not a bad taste, just one most are not used to living with farm raised meat.

My parents taught me how to cut up a store bought chicken to make fried chicken. Where I live, near Kalamazoo, MI, I haven’t found a fryer in the store. The only whole chickens are for baking or roasting. Part of that is frying isn’t the healthiest option, and most people don’t fry their own chicken anymore. This will be much different in a wild west or D&D setting where every housewife knows how to kill, clean, and prepare fowl, small game, and farm animals. Lots of blood and gore and refuse pits if they farmers don’t have hogs. I have been told that hogs eat anything, even the bones. Someone told me that if you want to kill someone and get away with it, take the body to a hog farm. While that may be true, 80+% of modern hog farms are indoors and are factory farms, so they would have cameras to keep an eye on things. It isn’t that easy anymore. But in a rustic game setting, it would be possible. How do you solve the murder without a body and forensics to identify trace remains. CSI and Columbo can’t make it in those settings.

My mother told me that she asked her mom what food she most missed from the farm, and my grandmother replied, “Fried blood.” I don’t know how it was prepared or if flour or starch or anything was added. It is not something I would try, short of starvation.

Cremation:

My parents were cremated and my siblings and I scattered their ashes. These ashes are a fine grey powder and remind me of cement in color and the consistency is much like ashes from a fireplace or campfire. If you don’t buy a fancy urn, the cremains (technical term for the remains of those cremated) are placed in a plastic zip lock bag (about the gallon size, if memory serves) inside a two part cardboard box that is about 8 to 10 inches cubed. This fine stuff will get into crevasses and some inevitably sticks to the plastic bag and in the corners of the box. I would guess that the weight was no more than ten pounds.

One Armed People:

I was an EMT way back when. One call we had to go get a one armed woman who fell between her toilet and tub and was slightly overweight. She was a cancer patient and was in a lot of pain. Without two armpits, it is very hard to pick up a a person in a tight spot, especially if they can’t help.

Great Toes and Thumbs:

In the Old Testament, the Children of Israel would cut off the thumbs and great toes (fancy terminology for the big toe) of the captured enemy kings. This was so that these kings could no longer lead men into battle. Back then, most kings were also the military leaders of their people. Without thumbs you can’t hold most weapons. I would think you would be limited to some sort of thrusting weapon that goes over what is left of the hand(s). The great toe is a major part of the ability to stand and balance as well as to walk and run. If you ever saw “Roots”, you may recall that Kunta Kinte had part of one foot cut off so he could not run away.

Warm and Dead:

In my EMT class, we learned that you aren’t dead, until you are warm and dead. This is because people that fall through ice, etc. can go into a sort of hibernation, and one should not declare them dead until they warm up.

Sucking Chest Wounds:

This occurs when the chest wall is punctured due to stabbing, gunshot, or other piecing injury. When a person exhales, the hole in the chest allows air into the chest cavity so that the lungs can’t expand when the person attempts to inhale. The EMT method for this is to put your hand over the hole when they exhale and remove it when they breathe in to help get the air out and then to seal it with plastic and tape until reaching the ER. If you ever saw ER or other medical dramas, they might open the chest between the ribs to drain blood which filled the chest cavity, or used a syringe to let the air out of the chest cavity so the patient can breathe. In addition to compressing the lungs, air or blood in the chest cavity can also compress the heart to the point it can’t beat or can’t beat correctly or enough to maintain life.

Evulsed Eye:

The eye can be knocked from the socket and dangle by the optic nerve and the patient can still see. The EMT treatment is to put a sterile cup over the eye and socket to keep it clean. I have no idea how the ER deals with it.

Exploding Cars:

In addition to once being an EMT, I was an Volunteer Firefighter/EMT. I attended multiple car fires and even had one of my cars have a fire. None of those 20+ cars ever exploded. While in the right conditions, gasoline vapor, gasoline is very explosive, those conditions are usually not present very often. From TV and the movies, every car crash seem to result in an explosion.

House Fires:

The average house fire burns at about 3,000 degree F. This is hot enough that the steel I-beam most modern houses use for support will twist. For this reason, I have no problem believing that a high speed jumbo jet loaded with jet fuel would burn hot enough to weaken the steel holding up the World Trade Center buildings. 20 or 30 floors of falling debris would be enough to collapse one floor, which adds to the weight on the next floor, until each floor has collapsed like dominoes.

The protective gear a firefighter uses can make it bearable to stand relatively close to a fully engulfed house. However, they are hot enough that standing across a two lane highway from a large burning building is unbearably hot if you open or remove your coat.

Kidney Removal:

My father had a form of kidney cancer that if caught before it grows outside the kidney, they can remove the kidney with nearly 100% chance of getting it all. He had a scar that went from near his spine to his abdomen. The kidney is deep enough that they literally cut you in half. This is what a kidney donor goes through. They do not put the kidney in a recipient as deeply as it is naturally, so it is not as traumatic for them.

Compound Fractures and Infection:

In the age before antiseptics, a compound fracture meant near certain death due to infection, or amputation in an effort to avoid or fight off infection. In D&D such injuries are not part of the rules, unless house ruled. A Paladin in good standing will automatically not have to fear infection, since they are immune to disease. Others will require healing, is cure light wounds or cure serious wounds enough to avoid infection? Do orcs sterilize their weapons between uses? There  are rules for diseases in the DMG to cover this, if you want that as part of your game.

I knew a man who had a quadruple bypass and then had a staff infection. It took nearly six months for him to get over the infection with modern antibiotics.

My ex injured her knee in a car accident and needed surgery. They had to re-schedule the surgery because the air conditioning went out in the surgery room. They don’t operate it the temperature is over 70 degrees to help minimize infection. Even in so called sterile environments in hospitals, it is easy to spread infections.

In a pre-modern D&D setting, will the characters know germ theory? Will the culture have baths and aspire to cleanliness like the ancient Greeks, Romans, and Japanese? (Yes, I know there are other cultures who used baths, etc.). Will they have practices that have the same practical effect as observing germ control in the modern era? Will their be plants or animal substances that are known to fight infection, besides whiskey? Honey is a known antibiotic and was used by ancient peoples in their wound dressings. Some even use raw honey today. Because of it’s antibiotic properties, honey does not spoil. If it dries up, just heat it and it is as good as new. Maybe the honey from giant bees? In MMII, giant bees have a 20% chance to have royal jelly that both cures damage and disease. Would the players encounter someone who knows that?

There is a famous example in The Lord of the Rings where Aragorn knows that Kings Foil isn’t a weed, but a powerful medicine. Will their be similar “weeds” due to “lost” or limited knowledge? The level of verisimilitude is up to the DM and what the players enjoy. If it isn’t fun, you’re doing it wrong.

Car Accident, multiple injuries:

I was in a bad car accident 20+ years ago and broke my back (T-12), left collarbone, had a big gash on the back of my left hand that required 7 stitches, smaller cuts on my forehead, some of which required stitches, loss of an estimated 3-4 pints of blood, and a concussion. I don’t recommend sleeping and driving at the same time. Once was more than enough to know it’s not a good idea. It was very cold and 3 hours before I was found and had minor hypothermia until I was cut out.

My oldest son was almost a year old and we had done Lamaze class so I knew how to breathe. This was important because a broken back was the worst pain I have ever had and would have spasms of pain. The Lamaze style hee-hee-hoo breathing helped with the spasms. Due to my concussion, I had to rely on that to deal with the pain for my first 24 hours in the hospital because they didn’t want to give me pain medication to make sure I didn’t go into a coma. I was blessed and no spinal cord damage, and things were lined up. The treatment was a back brace that I had to wear 24×7 for a few weeks, then I had to wear it except when I was in bed for a few weeks. In such a short time, my back muscles got weak and I had to do exercises and wean myself off of the brace so I could hold myself upright for very long.

When I could finally got something for the pain, they gave me intravenous morphine. My eyes rolled back in my head and I was out, just like in the movies. After I was on morphine, I knew who came to see me, but the order is jumbled in my mind.

While trapped, I KNEW I had a broken collar bone because I could not lift my arm without putting my right hand on my collar bone to compensate for the break. Your arm works like a crane. If your collar bone is broken, it is like a crane with a broken arm, it can’t lift itself, let alone anything else. They also don’t do any surgery to fix a broken collar bone unless is a complication. The female doctor in the family practice we used stopped in to check on me and told me that I could never wear a strapless gown because my lines were now off. Darn, I missed the opportunity. The treatment is a figure eight type wrap to pull your shoulders back straight. For several years after it healed, I had sharp points under the skin that were sensitive to pressure.

For me the estimated 3-4 pints of blood loss was not enough to merit a transfusion. IV’s were used to increase blood volume. It was 3 days before they put me in the back brace and tried to sit me up. I immediately grayed out and had to lay down. The levels of blood loss some heroes have in the movies would render them incapable of standing.

There was also concern that my spleen had ruptured because I didn’t have bowel sounds. Your insides make a lot of noise in healthy individuals due to peristalsis, the movement of food from one end to the other. A broken back hampers your ability to move waste, and was the reason for my quiet abdomen. They told me that if I didn’t burp soon, I would have surgery. To avoid surgery, they did a nasal cannula. A plastic tube inserted into my my nose and threaded down to my stomach. I had to continuously swallow to get the tube down. They then drained the contents of my stomach looking for blood. Finding none, I avoided a spleenectomy. After they withdrew the cannula, it felt like it was still there for about a week, yuck!

Both morphine and back injuries make it difficult for the body to pass solid waste. My first BM after the accident was very painful. You don’t realize how many muscles in your back are used for pooping until you have a back problem. OUCH!

When I finally could stay conscious while upright, they walked me around the hospital floor to help me build up my strength. I was still very wobbly and week. Because our son was almost one year old and able to crawl all over the house, I stayed in the hospital nine days, until I could sit up on the bed by myself and walk to the chair so that my then wife wouldn’t have to do so much for me and chase David.

One day, while in the hospital, the fire alarm went off and they had to evacuate. I did not have my back brace on, so I was at the mercy of someone else to wheel my bed out. Thankfully, it was a false alarm, but it had me very concerned for a few moments, because I was helpless.

Another problem I developed was pleurisy. It is a condition where the lubricating fluids between the lungs and the chest cavity are absent due to long term shallow breathing. It can also be caused by pneumonia and other illnesses. It makes deep breathing very painful. The “cure” is to force yourself to breathe deeply to get your body to lubricate the lungs as they inflate and rub against the interior of the chest cavity. The best I can describe it is sandpaper rubbing against the inside of your chest.

My concussion was mild, but any head injury has lasting issues as the NFL has finally acknowledged. My ex had to do all the driving for a few weeks. We lived in south central Missouri and had to take state Highway 68, which is like a roller coaster. Even sitting in the front passenger seat I got carsick and had to have her pull over so I could puke. Later when I was finally able to drive, I had to drive that stretch of road and I got carsick while driving. Thankfully, that was only really bad nausea. I used to spin David around, I could not spin even once without getting dizzy. I can now spin around a few times before it gets annoying. I can no longer handle spinning amusement park rides. I am hoping that spinning is the only thing I have issues with and it doesn’t have major repercussions as I age.

The big gash on my left hand was so deep that the ER doctor who stitched me up said he could see the tendons. My hand was swollen to about three times normal size. For about 7 or 8 years the area of the gash was numb. I could feel pressure on the subcutaneous tissue, but the back of my hand was like it had Novocaine. Nerves grow about 1/4 per year. The worst part of my hand injury was a small “knot” on the inside edge of the knuckle of my index finger. When my boys would hold my left hand, their little finger would naturally rest on that and it felt like a nail going through my hand. One doctor dismissed it as a mere adhesion. 7 or 8 years ago, about 13 years after my accident the skin over this small “knot” split and when I touched it to clean it a small piece of safety glass about the size of four grains of salt square came out. My sons were amazed that my hand didn’t hurt and I told them to squeeze all their wanted.

I’m about a half inch shorter than I used to be. My T-12 vertebrae is shaped like a triangle that slopes towards my front, so my back can get out of place easily. I usually bend over just right and it goes back into place. This was a great frustration to my sons when they thought they were taller than I, and I would put my back in place, and then they were shorter than I. Now they are really taller than me, so that doesn’t work anymore.

Prior to my car accident, the only thing I had broken was my little toe. That pain is immense, due to all the nerves in it. My foot swelled so much I could not wear dress shoes. I had to loosen my sneakers, and driving a manual transmission (stick shift) was painful, because it was my right foot.

I also did something to my neck in the crash. I used to be able to pop my neck with no problem. Now it sometimes feels like it needs to pop and it won’t.

I can still do hard manual labor, but it isn’t easy. It isn’t easy because I have a desk job and don’t do that stuff on a regular basis. It’s definitely not because I’m “old”. 😉

So there is my take on a lot of things that can enlighten things of a “flavor” for your game, not necessarily something requiring a rule, mechanic, or table to handle. As I have said above and elsewhere, if you are not having fun, you are doing it wrong!

 

 

Alliteration Through The Monster Manual, A to Z.

I play in a Roll20/Google Hangout AD&D first edition game. We recently started back and forth strings of alliteration in our online comments about write ups of our sessions, etc. I took it much farther than the others.

One player posted a link to a poster of a blind monk on a blind beholder, to which I posted: “Blessed Battling Blind Beholders, Batman! ;)” To which I must now add, “Robin retorted, rhetorically.”

I have the bug bad. So bad, in fact, that I am going to inflict it on the internet at large. I’m sorry, but not that sorry. 😉

So while in the shower the other day I had the idea to do alliterative phrases for an A to Z listing from the Monster Manual. This was initiated as I was reflecting on my post on what the OSR stands for.

Without further ado, here is the list and a couple extra at the end. Yes, I know I have two for B. B for bonus! Hmm…. This just may be my list for next years A to Z challenge….

  1. Angry ankhegs attacking artichoke agriculturalists assiduously.
  2. Bespectacled bald baby basilisks bouncing beautifully.
  3. Barbaric bugbears beheading bullywugs.
  4. Caterwauling catoblepas callously casting cats.
  5. Devilish druidic dervishes dancing defiantly.
  6. Eager ettins eradicate elves enthusiastically.
  7. Fancy famished frogs feasting furiously.
  8. Giant gorgons gobbling goblins greedily.
  9. Hungry harpies harpooning harried hippos. (Get where I got this one?)
  10. Inquisitive imps investigating intrigue.
  11. Jacked-up jackalwere jousting jauntily.
  12. Killer kobolds kissing ki-rin.
  13. Lazy lycanthropes lounging longingly.
  14. Manic misanthropic minotaurs minting mounted miniatures.
  15. Naughty nymphs nuzzling Norman. (Who wishes they were Norman?)
  16. Obtuse owlbears overbearing orcs.
  17. Perspicacious pixies painting pegasi.
  18. Quick quassits quietly questing.
  19. Raging rocs routing rangers.
  20. Silent skeletons slink surreptitiously.
  21. Tough trolls trick troglodytes treacherously.
  22. Uniformed umber hulks undulating under ungainly untied unicorn umbilicus.
  23. Violent vapid violet vampires vamping.
  24. Weird wraiths wriggling wildly.
  25. Xylophoning xorn.
  26. Yellow yeti yelling, yet yearning.
  27. Zombie zoning.

And the two bonus phrases:

  • Master’s multitudinous machinating minions menace marooned mercenaries manning mantlets meekly, masticating meat.
  • All alliteration alludes allegorical alternative alertness, allegedly.

And another….

Flying flaming flamingos fleetly fling flagons flung flatly.

My plea:

Help harried honest human halt horrendous haphazard haranguing.

This is terrible, the tune to “R-O-C-K in the USA” came into my head with the words, “Alliterate in the OSR”.

Will this post never end? Will the puns and assault on the unwary link clickers continue???? …. Tune in next week, same OSR time, same OSR channel.

Stymphalian Birds

The sixth labor of Herakles (AKA Hercules) is dealing with the Stymphalian birds. They were birds were man eaters with beaks of bronze and metallic feathers they can launch like arrows. Herckles destroys or drives them off and they are encountered later by the Argonauts.

SOURCE: http://en.wikipedia.org/wiki/Stymphalian_birds

THE ORNITHES STYMPHALIDES (or Stymphalian Birds)  were a flock of man-eating birds which haunted Lake Stymphalis in Arkadia. Herakles’ destroyed them as his sixth labour, employing first a rattle to rouse them from the thick vegetation of the lake, then shooting them down one by one with bow and arrow or a sling.

The Stymphalides were sometimes identified with the arrow-shooting Ornithes Areioi (Birds of Ares) encountered by the Argonauts in the Black Sea.

SOURCE: http://www.theoi.com/Ther/OrnithesStymphalides.html

If you search for Symphalian birds, you will find pictures of ancient Greek pottery, Roman mosaics, and lots of modern interpretations. Deviant Art has quite a few examples.

One artist describes the birds as having poisonous dung. Knowing the way that much ancient mythology was cleaned up for presentation in the Victorian Era, I can believe this. However, I have not yet found a source to back this idea.

Here is my efforts to stat them as per AD&D.

NAME: Stymphalian Birds
FREQUENCY: Rare to Very Rare
NO. APPEARING: 3-30
ARMOR CLASS: 6
MOVE: 3″/18″
HIT DICE: 1
% IN LAIR: 60%
TREASURE TYPE: D
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-4/1-6
SPECIAL ATTACKS: Launch feathers as arrows
SPECIAL DEFENSES: Metallic Feathers
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: N
SIZE: S
PSIONIC ABILITY: N/A
Attack/Defense Modes: N/A
LEVEL/X.P. VALUE: (Added in MM2, also in FF):
CLIMATE/TERRAIN: They nest in trees surrounded by swamps and marshes.

 Swords & Wizardry (So I can use them in my hex for the OSR Tenkar’s Landing Crowdsourced Sandbox Setting.)

Hit Dice: 1
Armor Class: 6/[13]
Attacks: 2
Saving Throw: 16
Special: Launch bronze feathers as arrows.
Move: 3/18 (when flying)
Alignment: Neutrality
Challenge Level/XP: 2/30