Tag Archives: Manuals

White Star – White Box SF RPG

White Star: White Box Science Fiction Roleplaying, by +James Spahn of Barrel Rider Games is all the rage at the moment. It has a vibrant and rapidly expanding G+ Community. It also has its own compatibility logo!

Appropriately enough, it was released on May 4th, for Star Wars Day.

I am a big science fiction fan and my first love in reading was science fiction over fantasy. I have played Metamorphosis Alpha, Gamma World, Star Frontiers, Traveller, plus various board games such as Imperium, and several video games. I tended to be the one who ran Metamorphosis Alpha and Gamma World, to give my brother a break from DMing AD&D.

However, my days of playing/GMing science fiction RPGs faded and have not revived like fantasy based RPGs, like AD&D or recently DCC.

I recently bought the Metamorphosis Alpha PDF and printed it out and read it through, with plans of making my own version of the starship Warden, perhaps for a Roll20 campaign.

All the hoopla about White Star is contagious, and I bought the PDF.

I had plenty of interruptions trying to read the PDF. This whole working for a living thing interferes with all my fun.

The art, maps, and layout make it easy to read. The system is designed to be totally compatible with Swords & Wizardry White Box, so any creature or item can easily traverse the two genres. Like the AD&D DMG discussion of combining Gamma World and AD&D, or Boot Hill and AD&D.

The original six standard abilities and 3d6 make it quick to pick up and play.

Rules are presented with a framework, and a clear Rule 0 reference that the Referee can make any changes they want to games in their world.

If you need a lizard man/reptile man in space, you have them stated in Sword & Wizardry already. Take any creature and “re-skin” it by changing its description, and any creature found in S&W is ready to go in White Star.

That is one powerful thing about all the clones and play alikes in the OSR. I have not specifically played Swords & Wizardry, but I “get” it, and since I am used to it, it will not require a lot of effort to run it.

I like how ship to ship combat is a simple abstraction from regular melee combat, with AC, HP, etc. for ships. While certain details are nice, I know that some SF RPG’s are so “crunchy” with rules for every little thing, that the rules get in the way of moving on. Combat can take way too long even in some “rules lite” systems. I’ll have to whip up a couple ships and have them fight it out.

The rules as presented are a sufficient framework to get playing quickly. This framework is familiar to so many, that it is easy to add house rules, ideas from other games, genres, etc., that one can make White Star their own.

Any SF sub-genre could be crafted with this, a generation ship scenario like Metamorphosis Alpha, post apocalyptic like Gamma World, space opera, exploration, war, space pirates, etc.

Race As Class

One thing that others complained about, and I didn’t like at first, until I thought about it, is race as class. In most fantasy worlds with retro-clones or AD&D, demi-humans have level caps. I don’t like that. Also with OD&D clones, there is race as class. I don’t like all aspects of that in fantasy, or in Science Fiction, but I see it making sense in a planet hopping scenario.

If the humans are the dominant group and the “aliens” are tagging along, the level limits will exist because the aliens don’t fit well into the culture, architecture, and design of the human controlled worlds, buildings, and ships. When a handful of aliens are among a huge number of humans, their uniqueness only gives them so many advantages. The hindrances of being surrounded by human sized items, furniture, doorways, etc. will limit how well they can improve their skills among humans. For example, a creature that breathes methane will require special equipment to travel with humans. For aliens that are humanoid to the point of being indistinguishable from humans apart from outward appearance and interior biology, such limits would not be as severe. A ten foot tall alien, however, would have major limitations on space travel.

If the situation is reversed, where a few humans are among a bunch of aliens, surrounded by alien technology, then the humans would have the same issues. I can see someone building a campaign where the humans are a tiny minority in a vast alien empire. If the humans have to have special equipment to breathe while travelling on a ship, it will limit how well and how long they can function outside any special accommodations on the ship added for humans.

Non-humans on their home planet would have advantages that humans would not have.

Humans could have variations leading to sub-species, such as those who inhabited a high gravity planet and get a bonus on their strength when on lower gravity planets and ships.

Rule 0 trumps race as class. If you don’t like it, don’t use it. Problem solved.

Forget Rule 0, There’s A Problem

One minor thing is buying bullets for firearms in preloaded magazines. I don’t know why that minor lack of verisimilitude bugs me. Handgun ammunition is usually available in boxes of 50 and shotgun and rifle ammunition is often in boxes of 20. Detachable magazines are usually reusable. In fact, I am not aware of any firearm for which magazines are not reusable. Of course, Rule 0 and all.

High tech firearms in the universe could be different. People are separated from manual drudge labor, to the point of not having to load magazines. What do you do with the empty one? Turn them in for a magazine deposit? Like bottle deposits in Michigan?

Also a pistol with ten rounds – is it small and easily concealable, or bigger and harder to disguise? Is it ball ammo, hollow point, etc? Can I rack the slide to chamber a round and drop the magazine and top it off to carry 11 rounds? It is all too easy to get hung up on little details and need a rule for it. There is always something that we know from our personal experience that makes it seem like a good idea to add complexity to handle it. Rule 0 still accommodates this. If I really wanted to get down to it, I could build rules for different calibers, revolvers vs. semi-automatics, hollow points vs. ball, ceramic/metal/polymer/combination, breech loaders vs. muzzle loaders, etc.

I don’t have a problem with how computers and other technology is presented in games, so why should this bother me? For example, I know a lot about computers, but their functions are so abstract in the internals and have changed so much since the first computer my parents bought in the early 1980’s that I can handle computers being small and powerful with interfaces much simpler than today. The whole touchscreen “revolution” has changed a great deal about interacting with computers. Voice recognition is better and primitive voice interfaces exist with smart phones, such as, the well-known Siri for the iPhone. The whole exposure to the idea of computers in movies, TV, and the written word have shaped our thinking to allow the devices we use every day to still hold some mystery that makes it easy to ascribe special powers to them.

Aliens & Creatures

Chapter eight on creatures leads with an explanation that specific details about color, activity, and diet is left to the Referee so that their imagination is not restricted.

There are a great many aliens and creatures to fill all the desired tropes of science fiction.

Campaigns

There are several ideas for types of campaigns, plus a campaign based in the Kelron Sector.

Adventure

There is a short sample adventure at the end to get things started. It is an interesting scenario with many familiar ideas from multiple movies, TV shows, books, and stories.

Art

The artwork of the cover and interior is awesome. Maps by Matt Jackson are cool too!

Ideas

Even if you don’t specifically play these rules, there are ideas in here that can be used in any variety of science fiction and other genres of RPG’s.

Editing

There are a few oddities in the flow of words and a few misplaced commas, and some other minor things. If you plan to print this out, I would wait for the update to the PDF. These errors increase towards the end.

I think that I will buy this in print, hopefully the textual issues are resolved quickly.

Other than the few issues in the text, the layout is well done, and it is easy on the eyes.

Other

I let my reading this jump ahead of reading and reviewing the White Box Omnibus also by James Spahn, that I won on the Happy Jacks Podcast for Swords & Wizardry Appreciation Day.

I have heard good things and after reading White Star, I am sure I will find something good!

Some Thoughts on Swords & Wizardry

Today is the 2015 Swords & Wizardry Appreciation Day (SWAD?). This is something +Erik Tenkar started a few years ago.

I have not played Swords & Wizardry rules, but it is close to original D&D and has a lot of support and interest in the OSR community.

I have collected the free rules, core, white box, and complete, and today, I bit the bullet and ordered the hardback S&W Complete and the GM Screen. There are also a lot of cool and free resources in modules and other game supplements. They all have ideas that help inform me as a DM and a player.

Swords & Wizardry is often the go to ruleset for online contests among the OSR.

One big benefit of these rules, is that +Matt Finch has allowed others to hack them to suit their needs, and there has been a plethora of rules for many genres, including other fantasy variants.

There are also many games of other genres that use S&W rules. Just today, two science fiction genre games were announced, and both sound cool. White Star by +James Spahn and Outer Space Raiders by +Chuck Thorin. Each had their own take on the genre, and since both are based on S&W, I can see taking bits from both.

+Sophia Brandt over at Die Heart has a very helpful article that explains S&W to newcomers. I find her articles interesting, informative, and helpful.

There are many other articles with ideas for in game, and on the experience others have had in play with Swords & Wizardry.

Catch the Drink Spin Run livecast tonight {G+ Hangout link can’t be archived].

There is a G+ page for Swords & Wizardry, where you can catch what others are doing with it, either play reports, new supplements, etc.

Swords & Wizardry also has its own SRD: Official Swords & Wizardry SRD

Get the three different rule set here:

Download Swords & Wizardry: Whitebox

Download Swords & Wizardry: Core

Download Swords & Wizardry: Complete

Metamorphosis Alpha – Random Plants & Animals

I posted a few days ago about my itch to dig into Metamorphosis Alpha. While starting to write this post, I realized that the Starship Warden is a megadungeon Innnn Spaaaaace. 17 levels plus the mid levels. Except like one may normally think of a dungeon, it does not have a clear 1st level equals easier. Particular locations double as both traversing the wilderness and dungeoneering. The inhabitants see themselves as travelling in wilderness, and the inter and intra level tunnels and so forth and the buildings on the habitation levels are the dungeons.

After getting that realization out of the way, on to random plants and animals.

On page 19 there is a procedure for Creating Non-Player Creature Mutations. This table focuses on animals, but is easily modified to substitute the plant mutations on page 16.

Begin by choosing the plant or animal type, then determining the number of generations for which a new mutation might be introduced. The rules say 1 – 10 generations, so a d10 easily handles that.

Then roll percentile dice for each generation to determine if a physical, mental, physical and mental, or no mutation for that generation.

Then roll 1-50, d100/2 and look at the physical and mental mutation charts, and if the roll is off the chart, there is a sub-chart for physical mutations, and for mental it always means higher intelligence.

It is simple to do the same procedure and substitute the plant mutations for the physical mutations..

Finally, there is a note that if there are two or three early generations with a defect mutation, that that organism was not viable and start over.

One need not limit themselves to the mutations available in the rules. Make up your own, or borrow from other games. There are enough options here that one need not expand unless a busy campaign with lots of players digs into a lot of options.

I rolled up one animal and one plant using this method.

Chipmunks are small and cute, so why not randomly mutate one and see what happens?

I rolled a 5 on my d10, for 5 generations. So next I rolled percentile dice for each generation to determine what kind of mutation. I came up with physical, physical, no mutation, mental, and physical. Next I rolled d50 (d100/2) for each mutation. In the first generation, I rolled a defect of skin structure change. Then I rolled heightened strength, heightened intelligence,and ended with a defect of anti-reflection, which means that a mental attack or defense has a 25% chance to backfire.

My interpretation of all this is that these are normal looking, if slightly larger chipmunks, that are physically strong, but can’t take a hit. They are smart so they know to avoid a physical fight. They have a crude mental attack ability that sometimes backfires, so they need a few more generations for this power to strengthen and for the defect to fade. These small creatures can get into nooks and crannies and might have arm bands and other useful, but small devices; and know how to use them. They don’t have the power of speech or telepathy, so communication will be crude unless a member of the party speaks chipmunk, or has telepathy.

For a plant, I did not initially specify a plant, but let’s say it’s a dandelion. I rolled 9 on a d10 for nine generations of mutations. I rolled five generations of physical mutations, one generation of mental mutations, and ended with three generations of physical mutations.

The physical mutations are: electrical or heat generation, symbiotic attachment for both the second and third generations, contact poison sap, a defect of an attractive odor, poison thorns, manipulative vines, and texture changes. The mental mutation is telekinetic arm. Since there is no heightened intelligence, there is no communicating with this plant. It merely seeks to eat to survive and reproduce.

It can generate an electric shock to stun or perhaps kill small prey. It has two methods of symbiotic attachment that allow it to control another creature. It’s manipulative vines are a refinement of it’s ability to make symbiotic attachments. It has a contact poison sap, like poison ivy, yet it has an attractive odor that puts it at risk of being uprooted before it bears seeds. It also has poison thorns that keep away unarmored creatures. I interpret this defect to be attractive to some creature or other plant that is immune to its poisons, thus making it vulnerable to specific animals. It must be armored to resist the symbiotic attachment, and have some way to minimize the effects of the telekinetic arm. This means that another creature needs to be generated to fill this niche. Perhaps the skin of this creature will allow the party to pass through an area of these plants with minimal difficulty. Or it could get all the plants in the area to gang up on the party….

The manipulative vines and telekinetic arm server to draw in nutrition from the surrounding area, whether plant or animal. Its poison sap is a weak digestive enzyme that with prolonged contact helps speed the breakdown of plant and animal matter into the soil. It has a structure change to its leaves that are rougher in texture to normal dandelions, but its characteristic bright yellow flower and white seeds remain. One thing it will do with its symbiotic attachments is control a creature to blow its seeds to reproduce. Like dandelions, unless the root is sufficiently uprooted, it can come back. Like regular dandelions, I can see there being a thick patch of these that are slowly growing and spreading throughout their area. Their symbiotic/manipulative vines have a length of 1d3 feet. Perhaps in a few generations the manipulative vines will enable these plants to move towards food, rather than merely draw it in. They could become mindless predators only seeking food when their current soil becomes used up.

It is easy to create new creatures and plants for a variety of purposes, both helpful, neutral, and dangerous. Some dangerous things could be harnessed to be of use, like poison glands, or explosive fruit.

I like how simple this was, and in a few minutes I had two new creatures. The GM can determine how long a generation is and how many generations for negative mutations to fade and something new result. Exposure to additional radiation and other environmental toxins might speed up the possibility of new mutations.

Since some levels are sealed off from others, one could easily generate different plants and animals using the same type as a starting point. One chipmunk on one level has descendants who are intelligent creatures, another remains mostly unchanged, while another might be a deadly and vicious predator.

Of course, as with any RPG, the GM is free to ignore or tweak any random roll, or just make up a creature to suit their tastes or needs.

2015 A to Z Challenge Theme Reveal – Cities/Cities As Ruins/Cities As Megadungeons

Initially, I was struggling with the idea of a theme for this year’s A to Z Blogging Challenge. Last year I just picked a topic that fit the letter for that day and went with it. Then I remembered my half started project to help me deal with cities, ruined cities, and my thoughts that a large city was in many ways equivalent to a megadungeon. Indeed, a ruined city is but the surface level of a megadungeon.

I will be fleshing out general ideas and ideas for tables, and on-the-fly information for navigating a large city or ruin without advance preparation, or with a set base of preparation, like a map and a general idea of where the different quarters are, etc. Planning a ruined city relies on planning one that is inhabited, the only difference is that a ruined city needs a reason for why it is now in ruins.

This project is as much a tool to help me as it is to share my insights with others.

I will reference past articles on some of these topics. Some information I may have previously only collected information and not yet made an article. I wrote at least a rough outline of each article and have them scheduled to post. I have been going back to each one and adding, revising, cross linking, and otherwise trying to improve them. So far, I don’t have as many tables as I initially envisioned, but I do have many lists I will work to develop tables or clean up for a list of ideas on various topics. Since this topic is so much on my mind of late, I am linking to posts that have come up and continue to be published by others. One relatively new blog, Lost Kingdom, has coincidentally, published articles that tie very well into mine, and I link to their articles for more details. Trying to find the time to read all of their past articles is a challenge, but well worth the effort.

Building a city for an RPG, whether a living city, or a fallen, ancient one, requires thinking it through and populating it in a pattern that fits. Not everyone needs this level of detail to guide them in creating their cities. I often just determine that there are so many of this or that business and don’t worry about a map. This project is for improving the level of preparation by creating a sort of checklist to touch on, to help DM’s that aren’t so good at spur of the moment to have some ideas to help with improvising their cities.

I look forward to feedback and ideas to fill in gaps.

There will be new tables for some things, and my detailed slant on how to build cities/ruined cities. Of course, in the A to Z Challenge format, it won’t be a complete system, but will contain points and questions to ponder for anyone developing a city. Some of these ideas will translate into building cities for any genre of RPG.

I will quote myself from my Post-Con Write Up of Marmalade Dog 20 and a relevant conversation I had with Adam Muszkiewicz:

When Adam and I were talking the topic of random tables and drop tables and all the dice tables came up. I mentioned that I am slowly crafting an all the dice type table to help me generate area of an ancient “abandoned” city for houses, building, and other features. Adam pointed me to a display at Roy’s booth for Metal Gods of Ur-Hadad, Winter 2014, Issue #1. Pages 10 and 11 have a neighborhood generator, and pages 12 and 13 have a gang generator. The neighborhood generator has a lot of ideas that I am looking for so I bought it.

I am going to enjoy this!

All my posts on megadungeons, and cities.

I also have a list of those RPG bloggers that used the (GA) tag on the A to Z Sign Up Page. I didn’t have time to look for those that didn’t use a tag, so if you want to be on my list, just let me know your number on the sign up list. My list, 2015 A TO Z CHALLENGE – RPG BLOGGERS, is on the right side of my blog under the A To Z Challenge logo.

[UPDATE] I went to each of the RPG blogs signed up for this year’s challenge, and only a couple of them appear to be participating in the theme reveal, so I wait, as do all of us until perhaps later today, or April 1st, when the posts begin.

[UPDATE 2] Here is a link to the List of Those Signed up for the April, 2014 A to Z blogging challenge.

Metamorphosis Alpha

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

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

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

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

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

MA Notebook
MA Notebook

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

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

READ AN RPG BOOK IN PUBLIC WEEK – 2015 – March 1 – 7

As I was working on my daily postings for the next few days, I realized that Read an RPG Book in Public Week starts Sunday.

The Escapist has not yet updated the dates for the three weeks throughout the year for 2015.

I am not sure how or when I will be able to read an RPG book in public. I have transitioned to working from home, since they are closing the local office. The village where I live does not have many good places to go, other than the library, so I’m not sure when I could get there.

Since this snuck up on me (Because I didn’t put a reminder on my calendar.), I don’t have a plan. I will think on this and try to figure out when I might do this. I am not a coffee drinker so going to a coffee shop to read is not my thing. Driving 15 or 20 miles just to read a book in public is a bit much. the local library is my best option in this weather.

Once it warms up, if it isn’t raining, I can do read in my hammock in the shade over lunch.

Do Players Have To Read The Rules?

There was a discussion on the OSR G+ Community that got me to thinking.

In my campaign, AD&D, I have made the Player’s Handbook available, but the players don’t read it, except for spells. I don’t make the other manuals available.

They have a lot more fun with the surprise of some strange monster they can’t seem to kill, a troll, and being scared that zombie bites make you a zombie.

For my players, they just have fun exploring the world I created and piecing things together. They make much different decisions than someone who has memorized all the manuals.

Unlike back in the day when RPGs were new and we read everything that got into our hands, I don’t think the younger set like to sit and just read rules.

The assumptions and discussion of plans that my players is funny based on their assumptions and limited knowledge of the world and the rules. As the DM who knows the main points of the rules, at least the ones I use, and has a lot of gaming experience, I get as much entertainment out of watching them decide whether they should panic and run, or fight. I found their reactions to a troll and zombies hilarious.

One does not need to know the rules or have a copy of them to play in an RPG. For example, I played DCC for the first time at Marmalade Dog 20. I relied on others for specific rules, but because it was a fantasy RPG, I had the basic idea of how to run a character.

I have played RPGs from a variety of genres, and once read and knew the rules to most of the ones I player. I never had Traveler, but played it a few times. I think if someone has the basic idea that RPGs is make believe with rules and a referee, one can get by with the minimal understanding of how the stats, any stats checks, and combat works. Some games I have not played are very rules heavy, and without minute knowledge of all the special cases, exceptions, etc. one cannot get the most out of their character. That is why I think rules that don’t require hours to create a character or hours to run a simple combat are best. Get started playing sooner and have more fun.

Board games are the one area where I think players need to read the rules. Back in 9th grade I played a WWII board game that had the Maginot and Siegfried Lines on the map. I don’t recall the name of the game. I had heard of the Maginot Line, but not the Siegfried Line, and my friend who had read and mastered the rules knew about the Siegfried Line. I did not put any troops in the Siegfried Line, in our rush to play. I had not even read the rules. The Germans lost WWII because the French took them out soon after the invasion of Poland. So games where you get your clock cleaned if you haven’t read the rules, yes, you should read the rules. Since most board games don’t have referees, this means each player has to look out for his own interests.

Except for massively complex rules or a poor DM that wants to rack up character deaths, and never says, “Are you sure?” Players don’t need to read the rules.

How many new players would show up if they had to read 100+ pages of rules before they sat down a the table? What if the rules read to them in a way that is so confusing and put them to sleep? Would they still want to come play? I think the best way to introduce someone to the game is to have them jump in feet first like into a cold swimming pool. It may be a shock, but you get to the point, swimming much faster than if you take forever inching your way forward. Make the only boring part the character generation, but even that can be spiced up.

My rule (-1) – “If you’re not having fun, you’re doing it wrong.”

My Sunday Game

Sundays had been reserved for running my AD&D campaign with my oldest son and his girlfriend. We were playing almost every Sunday for over six months. It was a lot of fun and they both kept coming back for more.

At the end of September, they moved in with me to pay off some bills and save up for a nicer apartment because they had a baby on the way. One of the selling points my son made of their moving in with me, is that we would get to play more. We haven’t had one session since they moved in. I am OK with that, Now that my granddaughter is here, they would rather spend the time my son isn’t at work figuring out how to be a family and enjoying Nikola while she is at the tiny stage of life. This past Friday she was one month old. I don’t mind. I should have done more to flesh out my campaign.

I have thoughts of perhaps getting things ready where I can run my campaign on Roll20 with Google Hangouts. Perhaps someday I will.

Last weekend I played DCC for the first time and two of the players were Roy Snyder and Jared Randall. We had a blast playing together in Adam Muszkiewicz’s first session, and Roy and I were in Adam’s second session. Roy has a group that gets together every other Sunday, and he invited me. Since I am not gaming, I decided to join in. We meet this afternoon, so perhaps I will post a play report for tomorrow. It will be DCC, so their will be character generation. I don’t know if we are doing a funnel, or if we are starting at first level. It will definitely be interesting.

I have the DCC PDF that I got for free or low price in April of last year. I was proactive and put it on my tablet and put the Purple Sorcerer Crawler’s app on my tablet too. I also downloaded and printed the blank character sheet PDF, that has four character sheets on one page. I packed up my game bag and have it ready to walk out the door.

The only thing I don’t have are all the funky dice: d3, d5, d7, d14, d16, and D24. The d6, d10, d16, and d24 are easy to emulate with existing dice. D6/2 = d3, d10/2 = d5, d8 & d6 to emulate d16, and d12 & d6 to emulate d24. For example emulate a d16, roll a d6 and a d8. If the d6 is 1-3 add 0, if the d6 is 3-6 add 8. If I had either a d7 or a d14, I could easily emulate the other. I read online that one can use a d8 and ignore rolls of d8, but that leads to extra rolling that slows things down. I guess I can use my tablet, or borrow dice until I can snag some of my own.

Marmalade Dog 20 – 2015 Post Con Write Up

Welcome To Marmalade Dog
Welcome To Marmalade Dog

The first slot started Friday at 3:00 PM. I was too late to join in a game, so I visited with Roy Snyder and Adam Muszkiewicz  and Pete Schwab  and others until the 7:30 PM slot when I was set to run T1 – The Village of Hommlet.

When Adam and I were talking the topic of random tables and drop tables and all the dice tables came up. I mentioned that I am slowly crafting an all the dice type table to help me generate area of an ancient “abandoned” city for houses, building, and other features. Adam pointed me to a display at Roy’s booth for Metal Gods of Ur-Hadad, Winter 2014, Issue #1. Pages 10 and 11 have a neighborhood generator, and pages 12 and 13 have a gang generator. The neighborhood generator has a lot of ideas that I am looking for so I bought it.

No one signed up for my slot, so I played in Adam Muszkiewicz’s Kickassistan session. Roy, Pete, Andrew Moss [G+ deleted before 2/11/2019], Jared Randall, and Laura Williams all joined in. I had never played DCC and it was great! Adam had an interesting concept. Our character sheets where blank 3×5 index cards. We rolled for random professions, and birth portents. We did not roll any stat until we needed it. Each character was first level, so we got to pick a class. Adam had different players make up why we were their based on our known information. If we were rolling for our main ability for our class we got two re-rolls, but had to put the rolls on another stat. This was with 3d6.

This was the first cooperative role playing session I had ever played. Normal roll playing is cooperative, but this was a few notches up. It gets all the players involved in making an interesting story. After the game, I talked to Adam and we were on the same wavelength and agreed that it either had to be a rules system that the GM had total mastery, or something so simple to make mastery trivial. We both agreed that Delving Deeper would be a good one. Adam had a rough idea of what he wanted to do and greatly encouraged us to come up with something creative, even if it was off the wall. The most hilarious thing was that Roy Snyder invented the Minotaur Class. It would take too long to recount all the hi-jinks the Minotaur got up to. I can’t wait to see the write up for that.

The way this worked is if one was a fighter, they rolled their strength and other associated scores when there was combat or some other reason to know that score. For wizards, we got to pick two spells and toll for two. My character rolled a secondary profession of a sage with a dagger, quill pen, and piece of parchment. Based on this, I though a wizard made sense. I rolled intelligence and it was a 13 so it gets a +1. There is a table in DCC for Mercurial Magic effects. Also there is the concept of point burns, where one can use a point of a physical ability to boost the chance of success. This point burn is temporary. So the first time I cast a spell, charm person, I elected to burn two points of strength, then I had to roll my strength, and I rolled a 4. Thankfully, I did not say I used 4 points of strength, because when an ability hits 0, you are dead. The mercurial magic effect for that spell was then rolled, and it requires spells to be cast with point burn or suffer corruption. There were two other spells that I used and found out their effect. For Flaming Hands, the effect is gender bender that lasts an hour. Finally, Color Spray had the effect of memories of a dying god. I had to roll a d20 to determine the effect. If I rolled low, the dying god would take over my body, if I rolled moderately well, I would avoid the worst, but still have to roll every time. I rolled a natural 20! Adam was amazed. By rolling a 20 this meant that I had mastered the dying god’s memories and a new one would be revealed each time I cast the spell. Plus, it supercharged my casting and I always roll a d24 instead of a d20! Each time I cast Color Spray, Adam asked different players what the specific memories were of the dying god, and it was quite entertaining. I don’t yet know what happens if I use Magic Missile or Spider Climb. I also never took a hit, so I don’t know how many hit points I have.

I like the magic system. It is simple, but requires tables to determine effects. Each spell has its own table. If one does not like fire and forget Vancian Magic, the DCC system or similar is easy to mimic. The wizard can cast their spells at will and just roll a d20 for effect. The point burn mentioned above can give a boost to help insure success. The bonuses to the roll without point burn is +1 per level and  and pluses for abilities over 12. One can add another plus for each point burned from physical abilities, Strength, Stamina, and Agility. If the roll is bad, but close to success, one can burn luck points, but those don’t regenerate, but GMs can award luck points.

The only complication to playing DCC, besides needing a new set of rules, is the need for non-standard dice and in the all the dice tables in the issue of Metal Gods of Ur-Hadad, i.e. d3, d5, d7, d14, d16, and d24. I finally got a d30 this past summer at GenCon, but need the others. By the time I decided I needed to buy more dice, the vendor selling dice had already packed up and left before the end of the night Saturday. It is easy to simulate the d3, d5, d16, and d24 using other dice. I am tired and not thinking how I would simulate the d7 and d14. If you had either a d7 or a d14 you can easily simulate the other. So, an online search for more dice may be in order.

After the game on Friday, we went to a bar and closed it. I only had one beer, since I had to drive 15 miles back home. I had not closed a bar in a long time, but we sat around talking about various RPG related topics, from systems to genres, to play, to Kickstarters, and more. It was a lot of fun!

In the first slot on Saturday I played in the DCC funnel ran by Mike Carlson. All four of my characters leveled to 1st level and survived until the last roll of the adventure. We had to make a luck roll, below our luck. One of my characters started with a 16 luck and had burned one, so I had to roll a 15 or lower and rolled a 20. Two of the remaining three characters also failed. One player had non of her four survive. The other three players had two of their characters survive. Mike made a stamp for dead characters. It had a skull and crossbones on the handle and he used red ink to stamp the dead characters as dead. We had a blast.

Dead Characters
Dead Characters

In Saturdays’ second slot, two other GMs did not have full tables, so I had 8 players for Hommlett. So as my first time running a convention game, this was the first time for only two of the players at a convention game, but they were experienced role players. It was fun to see how Adam and friends, and Pete and Roy made this their own thing. They made it to the dungeon under the keep when we ran out of time. Everyone had fun, and I asked for any advice for me. Adam and others agreed that I should have gotten them to the keep sooner for a convention game. They all agreed that I ran it well for normal play.

First Session Player's View
First Session Player’s View
First Session DM's View
First Session DM’s View

In the third slot of Saturday, I played again in Adam’s Kickassistan session, and brought my character from yesterday. It was great! I still don’t know my HP…. We had most of the players from the day before and some new ones and had a blast! Shane Harsch didn’t have anyone for his 5th edition session, so he joined in. His wizard character, mine, and another were planning great things!

Adam demonstrating how he flosses. ;)
Adam demonstrating how he flosses. 😉

Sunday, there is one slot and I ran Hommlet again. I did not have anyone signed up for my session and Pete did not have anyone for his session. Eric Piper got called into work, so his full Castles & Crusades session was cancelled and I ended up with 7 players for Hommlet. I felt that I ran it much smoother and even though Pete knew what was there from the day before, he did not meta game. This group avoided some of the trouble of yesterday’s group, but the cleric of this group went down the secret passage while the others were doing other things, and they found him dead. They rested until morning and went back to town, and I let them equip with the other cleric I had rolled. They only had one character in their group get knocked down. They got a lot farther in the lower level. It was fun and I see how I would run it differently still in a convention setting. Most of the players in this group turned out to be from the town where I lived, and we did not know each other, although two of them know my oldest son.

Second Session Hommlet
Second Session Hommlet

My analysis of running a module at a convention is that initially, I thought it would be easier, since it was all planned out. However, I did not know it as well as if I had put something together on my own. I was way over prepared. I wish I had put that much time into my own campaign, and I would have had a whole new area planned out. I am now able to run Hommlet any time with a quick review of the rules. There was talk from my first session crew of trying to finish it. I would like that, or if the second session crew wanted to keep going. Perhaps next year or at another con.

All of us who signed up to run a session are interested in meeting up for Marmalade Dog 21. If that group is there every year, I will be glad to go and run sessions and play.

Several of us also plan to go to UCon in November. I can’t wait!

My DM Badge
My DM Badge
Con Shirt Front
Con Shirt Front
Con Shirt Back
Con Shirt Back

Marmalade Dog 20 – Final Prep

I am doing my final prep to run my first convention game, Village of Hommlet, at Marmalade Dog 20, as part of the OSR track [link to OSR track broken: http://www.marmaladedog.org/osr.php].

I think I am more nervous than I would be if I were to run a game in my home with a bunch of new players. At least in the case of in my home, I could have had some interaction with them before hand. At a con game you never know what you’re going to get. I guess it’s a box of chocolates.

I have read the module, made notes of what information I need to gather, generated a selection of player characters, and have pencils, note paper, and graph paper for the players.

I have had the original module since the 80’s, but have never ran it or played it. I bought the PDF and copied all of the text and printed it out in bigger print so that I can mark it up and highlight, and make notes without marring my original.

My notes are of all the monsters, spells, and magic items so that I have all the stats that will be needed to avoid picking up a manual. I will still take my manuals and have player’s handbooks available to the players. I’m also reviewing rules on things that could come up, such as grenade like missiles, grappling, etc. It’s a four hour session, so I’ll set a timer on my cell for two hours so we can have a break.

I’m not a fan of football, so I will spend my day on these final preparations.

My plan is to get as much sleep as possible in the days leading up to the con so that I have the energy and clarity of thought to deal with the unexpected in the most constructive way.

I also volunteered to put together an OSR handout, and just sent my first draft to the other OSR track GM’s. I will share that list here and with OSR related G+ communities. Perhaps it will develop into a generic OSR handout that can be used at other conventions, FLGS’s, etc.