Tag Archives: Monsters

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.

Politically Correct Monster Designations

So called political correctness can be taken too far. I am bald, so I can talk about that without insulting other people (Well, it’s the internet, so probably not.).

Bald has been called follically challenged. Short has been called vertically challenged. Many so-called politically correct terms are so ridiculous as to avoid calling a spade a shovel. Often one has no idea what someone is talking about.

Monster, should be “life form”, “being”, “entity”, or “creature”. To call something monstrous is a value judgement.

For example, a rust monster should be referred to as an oxidation enhancing creature.

Undead should be called life challenged.

Vampires should be called hemoglobin deficient.

This is a good exercise to get the creative juices flowing. Try to do it without a dictionary, thesaurus, or the internet, just the terms that pop into your head. While such new names for creatures may not be used in play, it gives an added description or new way of looking at them, perhaps a way to understand the motivations of the creatures that are not mentally challenged.

Skeletons and zombies in D&D are the robots of the fantasy world, constructs that don’t know or care. Similar constructs without a will of their own, won’t know or care, their only motivation is their last command. Low or non-intelligent creatures’ motivations may only be food, shelter, and procreation. But just because they don’t have language, doesn’t mean you can’t give them a neutral and unoffensive name.

Have fun with it and be creative, please share your best ones.

Rakshasa

As a kid I remember watching Kolchak the Night Stalker, the movies and the TV show. I don’t recall all the details, but have been watching the TV show online. I managed to find the movies from before the TV show on YouTube and watched them. If you are interested in watching these, then spoiler alert!!

The other day, I watched an episode that dealt with a rakshasa and the method of slaying them was a blessed crossbow bolt, as it is in the AD&D Monster Manual.

I found that interesting. I am not familiar with most of Indian mythology. There are times I wish I had footnotes for the source, or the inspiration used for these creatures. Until the Monster Manual, were any of these monsters from myth and legend in any single book?

I find that the Night Stalker series gets a bit repetitive, but having him be the only one or nearly the only one who gets what is going on, makes it interesting. With all the creatures he killed, what level would he be?

Going from memory, and I have not finished the series, he has killed two vampires, one werewolf, one zombie, and one rakshasa. There are other creatures, but some I don’t recall, or they do not have a creature stated. I’m not going to stat out creatures for this exercise. Assuming average hit points, I came up with 5,265 experience points which is halfway through 3rd level fighter. Since AD&D does not reward as much XP for monsters, this is reasonable. Karl never gets any treasure, and is the reluctant hero because he knows the truth and if no one is going to do anything about these creatures, then he must do it. Karl’s only reward is that he has save the city or the world.

In some shows, he does not kill the creature, but drives them off, or for the android episode, tries to help. In the electricity monster he gets people to listen, but the usual cover up, similar to the first movie with the vampire, is of no benefit to him.

So after two TV movies and one season of a TV show, I would estimate he earned the experience to be a 5th level fighter, perhaps 6th. If a thief, it would be higher. He did not use magic or pray to the gods, but did use items blessed by others, or had others bless an item. Karl does not gain in proficiency in fighting, but rather uses his mind. He is more like a sage out to do good based on his experience, knowledge, and research.

I can see how these shows can give ideas for a “modern fantasy” setting, or some variation on a science fiction or horror genre.

This show also takes me back to sitting around the TV as a family and talking about the show during the commercials. Unlike today, where it seems that everyone has their own media device and the household is in their individual media world.

Lycanthrope

I had a thought the other day about lycanthropes and demi-humans. I play AD&D and only humans are subject to lycanthrope, by the book.

After being bitten by a lycanthropic creature, there must still be some way to affect non-humans. They do not become shape-shifters, but have other effects.

I thought a neat way to torment players of demi-human characters is to tell them that their characters have strange dreams that unnerve them and disturb their sleep on the full moon. Have them wake up with a strange taste in their mouth, or that they have feathers from eating their pillow. Or blood from the rare mutton in the kitchen, but don’t tell them the blood is from the mutton. Having a grisly and unrelated murder could be fun! Make them think they are a lycanthrope, but only having the dreams one would have without the death and destruction. Of course, if they seek help from a temple, they will learn the truth, but still require some expensive or time consuming ritual to free them of the affliction.

I know some DMs that have all races subject to lycanthrope. I don’t know about other editions of D&D or other rulesets, but I like the AD&D way of handling it. Others might want it different, and that’s OK.

Perhaps have someone bitten by a wererat crave cheese, and someone bitten by a werewolf affected by fleas. One bitten by a werebear could crave honey, etc.

Whither the OSR Superstar Contest?

I had this article scheduled to post on March 6th, but Erik beat me to it and announced the resolution here.

Not what any of us wanted, but a conclusion nonetheless.

Below is what I wrote.

In 2014, Erik Tenkar, over at Tenkar’s Tavern, held a contest for the OSR Superstar. It got down to the finalists in July and there were some delays on the final judging. Up until Erik re-organized his page, there was a largish graphic about the contest.

I posted a comment to the OSR Superstar page asking about it a few months back, and I have seen others ask about it in other forums.

It is understandable if judges dropped out, or something else beyond Erik’s control. Did the finalists not submit? He is a NYPD officer, so his job comes with stresses most of us will never encounter.

Erik usually keeps all the Tavern’s readers in the loop. If he has mentioned it, I have not encountered the explanation.

If it’s resolution is dead or will eventually be resolved, I would like to know. I had a submission, I did not win. The submissions that did well were very cool, and I am curious to see what the finalists come up with for the final challenge.

I know that Erik is looking forward to retirement soon, sometime in the next year, I believe. I would ask that he wrap up a soon to be year old contest before then, so he can focus on the good content he regularly provides.

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.”

Collaborative Campaign Design & Paranoid Players

I saw this picture on the Tabletop Role-Playing Games FB page.

This is so true! Other DMs tell me about stuff like this, I have read about it on many RPG blogs and forums, and I have experienced it from play as both a player, and a DM.

In my game with my sons and the girlfriend of my oldest son, they take one thing an NPC they trust says and go with it. It is funny.They make all these big plans, and one little thing turns it on a dime.

I laughed hard when I saw this image because it is so very true!

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!