Tag Archives: Maps

My Wednesday Game

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Blast From The Past – House Cleaning

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

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

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

 

FORTRAN-grid
FORTRAN-grid

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

 

FORTRAN-map
FORTRAN-map

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

Dungeonmorph Dice Initial Shipment

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

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

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

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

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

Unboxing DungeonMorphs 2
Unboxing DungeonMorphs 2

 

Emptied the dice bag
Emptied the dice bag

 

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

Castles and More Castles!

I joined the Amazing Castles community on G+ a couple weeks ago. Every day I get multiple pictures of new castles. Many of them are castles I have heard of, but never seen a photograph of them. There are also several that have angles that I have never seen of them before.

I like castles and wish I could afford to go to Europe and see them all.

Someday, when I grow up, maybe I can own one….

I plan to view them on my tablet and use some tracing paper, to see if I can make my own castles from the bits and pieces. Perhaps figure out how to map them on graph paper too.

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. 😉

 

 

 

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.

Tenkar’s Landing – OSR Crowdsourced Island

I took the plunge and signed up for a hex in the Tenkar’s Landing Crowdsourced Island. There is a G+ community for the endeavor.

It will be interesting to see how this all comes together.

So far, it is decided to use 6 mile hexes, any flavor of the Swords & Wizardry Rules, but keeping it light on the “crunch” for easier use by any rules set.

Erik has given the general background of the island and will provide some other information.

One person has already done a map of their hex with fishing villages.

There are still several hexes left.

I claimed a swamp hex, so it will be interesting how the whole thing meshes with the rest of the island and map.

Using Game Boards from Boardgames for Other Games

I ran across this post today that reminded me that my brother, Robert, and I used the game board from Avalon Hill’s Waterloo as a star map for a science fiction space combat exploration game we made up in the 80’s.

My planet/system had the brilliant name of Erloowat, I don’t recall what Robert named his.

There were two or three games we made up back then. A Science Fiction/Space RPG we called Scout, and a space pirate game centered around ship capture/combat. I don’t recall now if our space combat game built on the rules from our space pirate game. The rules for all of them were pretty broad. The space/interplanetary war game was actually more like an RPG without a GM. We didn’t have enough rules to cover certain scenarios to make it truly playable the way we intended. I think we just played at it for an afternoon or two and it faded away.

The problem with making your own game is defining the parameters and limitations of it so that there is an agreed upon framework to make it playable without a GM or the creators on standby to deal with scenarios as they develop.

The benefit of RPGs is that you only need enough rules to build enough framework to be able to have fun, and as play develops, the players and GM work together to fill in the gaps, thus the prevalence of house rules and homebrew games that are a freankensteinian combination of multiple ideas from other RPGs and the experience of actual play and house rules. Our Scout game was just such a one. We took ideas from Traveller, Star Frontiers, Metamorphosis Alpha, Gamma World, and probably others I don’t recall to get mechanics/rules for things we had trouble fleshing out ourselves. Robert also wrote great short stories that tied into Scout. We passed them around in high school and kept asking for more. (I wish he would publish his writings, he could even do the artwork for the book covers.)

As I was writing this I recalled another RPG we had was based on Androids, I think that was more of what would be a LARP. However, we did not run around in costume, it was more a sit around and talk about things our characters did. We drew ships and different kinds of androids and robots and wrote little scenarios and stories. I don’t recall if this preceded our discovery of Blue Box Holmes Basic D&D or not. I know one guy involved moved away at some point, and I don’t recall what grade. It was spring of 7th grade we discovered D&D, I don’t recall when David moved away.