Tag Archives: OSR

My AD&D Campaign on Roll20 – Session 1

I won’t do a full session recap here. One instance from the first session of my AD&D campaign on Roll20 stands out to me. I touched on it in my last post.

I have written about some of my ideas for building this new area of my game world, as I pointed to in my last article. So far we have 3 players, two from my Wednesday night game, and one who has played with one of the other two. In the first session, the “new guy” had a last minute emergency, so he had to miss. We decided to play on.

The setting is a low magic setting, where the past ages were of high magic. The players elected to have “evil” characters, which I agreed to. The setup is that they came to this village afflicted by a huge earthquake, and hordes of undead that appeared a day after the quake.  It is now several weeks later and the undead are mostly taken care of with patrols scouring the countryside for any that were missed. Merchants bring food and helpful items, and other wealth seekers show up. One of the merchants pays the party for their guard duty and offers to pay for quality information about the current state of things in town.

The party manages to find multiple people who each will pay for the same information, so they end up getting paid multiple times for each useful tidbit. They learn that this strange black tower that seems to grow periodically overnight, occupied by a wizard, Hanagan the Red, who showed up after the quake and is rarely seen. There is an obvious “buffer zone” where the inhabitants keep clear of this tower.

The merchant perks up at this news. and only gives them a small payment, as that is all they know. Gladly will he pay more if they can learn his name, what books are in his library, and what types of things he is looking to buy.

This is easy! The group agrees to take up this challenge. Before I proceed, I need to describe the characters: Gaul, a half-elf cleric/ranger whose human parent is from the nomad tribes. Dingkus, a gnome illusionist/thief, and Wenrick a halfling fighter.  They go to the tower and step up to the door. Dingkus the gnome points out that neither he nor the halfling can reach the knocker. Gaul asks what he should do with it, and in his interpretation of the gnome’s instructions, vigorously beats the door with the knocker.

An exasperated woman quickly opens the door, and asks what impertinent fools dare raise such a racket? She is a colleague/assistant of the wizard and he cannot be disturbed. they ask who she is, and she gives her name and Gaul detects that she is of the nomad tribes. This intrigues Gaul.

Rather than explain that they merely seek information, the gnome illusionist casts hypnotism. The gnome wins initiative and the female wizard failed her save. She invites them in, gives them her name, and the duration of the spell fades. This time she wins initiative, and the half-elf’s elven blood is not enough to resist the sleep she cast upon them.

The next thing they know they awake in a poorly lit room with bare walls, ceiling, and floor tied to chairs, with the half-elf and gnome gagged, as they both appear to be spell casting types. The player of the halfling is the one who had to miss, so the player who had played with him, ran the character. Standing before them is the woman and an older man with red hair and streaks of white/gray. He is fuming.

The wizard complains that his experiment was ruined. He wants to know which of his enemies sent them. When he learns that they are there for information for a merchant who wishes to do business with him, he demands the name of the merchant, promising to never do business with him. The halfling plays dumb about which merchant it was who sent them, reasoning that they might not get paid.

Once Hanagan is certain they are just bumbling greenhorns, he charges them to go west and find the source of the undead. If they find any magic, it is his. When they all nod agreement, they are again slept, even the half-elf.

Waking a short time later, they are sitting across the street with the gnome and halfling laying across each side of Gaul’s lap. They quickly look to see that they have all their stuff. I said, “You find that all of your money, gear, and other possessions are just as they should be. However, each of you finds a folded parchment on their person in the process of the search.”

They see everyone in town crowded about the now larger “zone of exclusion” around the tower. I let them know later that the wizard made an uncharacteristic display of power, and floated them out of his tower and across the street. This one was seen, whereas the tower only seems to grow at night when no one is looking. They also notice that the tower door no longer seems to be there.

Having been totally surprised that they would go inquire of a wizard and cast magic on his associate, I’m scrambling to make something interesting of this incident. Here is my recollection of what I said was on their parchments in the wizard’s flowery script.

Hanagan’s Writ

From: Hanagan The Red

To all who are friendly with me, know that the bearer of this parchment is bound to me and is on an errand at my behest.

Please aid them, if you are able.

To all who are not friendly with me, I expect you will deal with them as you would deal with me.

Hanigan The Red

Ray, who plays Gaul wonders if they are geased or now indentured servants.

The players also asked if he was evil. I said, “Well, he didn’t kill you and he is known to help the baron, from what you learned later. Maybe he decided to use you to gather information, and punish you with a terrible death in the wilds….”

I really like how this session played out and how the players did something that cried out for a railroad. I dropped clues before this that the chance for riches was said to be to the west. However, I have other locations and things seeded in the area, if they hadn’t chosen to go west. Had they not ticked off a wizard, they would have had free reign to go wherever they wanted. Well, free to attempt to go wherever they wanted. There is always some person of creature or obstacle to any path.

My world is an open world and what the players do changes the course of things I envisioned in my mind’s eye. I like how letting a group of players loose in a setting forces me to think of possibilities I hadn’t yet considered. They pushed and pulled on things in ways only this group of players with those specific characters could do. It has unleashed lots of mulling the possibilities.

We now have two sessions under our belts, and the third and fourth are scheduled. Lots of fun thought experiments for me to tweak how things pan out.

A NOTE ON THE TERM WIZARD

In this low magic setting, any magic user of any level is called a wizard.  So they don’t know if Hanagan would have the level title of wizard or not.

Frank Mentzer’s 0D&D Game At Gary Con IX

I managed to get a gold badge for this year’s Gary Con, which means that you get into two special event games.  This year, one of them was Frank’s game. I had interacted briefly with Frank at Gary Con last year, and at Gamehole Con IV last November.

This year, I made it to Frankenparty IV, a party that Frank and his wife Deb host in their home. They only ask to follow their wishes about parking and a small donation to offset the costs of food. I touched on this in my Gary Con wrap-up post.

Frank’s game was very informal and I found it enlightening to see how one style of original play was handled. We only needed three dice, d6, d10, and d20. He provided pregens, which speeded preparations/play. Being 0D&D d6 for all damage, and d20 for combat.

He had us use the d10 to resolve things that had a chance of failure. through mutual negotiation and explanation of what our characters did, Frank would have us call high or low before we rolled the d10. Frank said that that is what they did before they started developing rules for things. He also had us use THAC0, which he said started in Lake Geneva and he thinks is a quick way to know if you hit.

I really like that. That is something that many in the OSR are going back to, such as Swords & Wizardry Light, and others. I have a love for AD&D, but there are so many rules, that rules lawyers bog down play if a DM doesn’t have the skill to move things back to the game. I’m slightly guilty of that, but I try to ask clarifying questions, and shut up, since I believe each DM/GM has the right to run their game to their preferences.

With old school, you only need a roll where there is a chance of failure, such as combat, or leaping over a pit in full armor. This gives more focus on roleplaying and moving the adventure along.

Frank also talked about four levels of crosstalk at the table. I tried to take notes, but don’t have it exactly as he described it.

They are:

  1. Players
  2. Characters
  3. Meta(game)
  4. Meta(world)

Old school play is reliant on player skill, so what many call “metagaming,” is encouraged, at least by Frank.

The scenario was set in the world of Disney’s Maleficent. That description of the movie/cartoon set the tone and we all had a mental image. No minis, just a written marching order on a 3×5 card.

Frank did use 3 six-sided weather dice and used the average for weather. Very quick and easy. He also told us when we were doing something that might get us killed, and commented on our choice of tactics. He gave us a chance to adjust, but we could have easily gotten killed in a fight.

At one point, one of our magic users used sleep on an opponent and all the crows in a tree fell down. I really liked the “rain of murder”. A day or two later I mentioned to Frank how much I liked that. He said that I was the only one who laughed at his jokes. Some were pretty subtle, but that’s a style of humor I also like.

Frank also shared his original campaign maps, which will help inform Darlene when she does the maps for his upcoming Kickstarter. I’ll be bringing that to your attention when I get word of its launch.

Frank Mentzer - Original Campaign Maps on Judges Guild Maps
Frank Mentzer – Original Campaign Maps on Judges Guild Maps

Frank Mentzer - Original Campaign Maps on Newer Judges Guild Maps
Frank Mentzer – Original Campaign Maps on Newer Judges Guild Maps

After the game he signed my character sheet and name card. I played a dwarf, so I named him after the dwarf in the AD&D Roll20 campaign that hit three years and 148 sessions last week. I shared that on our Google Community page for the campaign. The guys like that.

Dwarf In Frank Mentzers Game
Dwarf In Frank Mentzers Game

 

147 Consecutive Sessions

Tonight is session 147 of the Wednesday night AD&D game I play in on Roll20.

We’re into our third year on the calendar too!

This will be the last game in my streak of not missing a game, as I will be at Gary Con 9 next week.

I’m the only player to have played in this many sessions, and with the same character since the start. A dwarf, now maxed out at enough XP for level 8 fighter, but not until he can gain a point of strength. There is a mad scientist type who has offered a risky chance at improvement…. That is on hold until after we save the world.

We’re in a dangerous situation tonight. Hoping to resolve it so I don’t miss the resolution….. (I’d rather my character die when it’s me rolling the dice.)

Looking forward to lots of game time next week/end!

I wrote an article about a year ago on session 100.

And I interviewed our DM.

EDIT:

Wow! We ended the session so close to achieving our goal. My dwarven fighter is keeping the monster occupied. Very tough, we’ve done a lot of damage to it, so far none of us are hurt. DM & other players nice enough to move the game to Tuesday night next week, so I won’t miss the game. All since my player has the greatest chance of death. AWESOME!!!

Dungeon Grappling Final PDF Reviewed.

I was honored to get an advance copy of the PDF based on my review of Grappling Old School, in +Tim Short’s The Manor #8. Check out Tim’s blog, Gothridge Manor. Based on comments in my review of the advanced copy, Doug made changes. He did this based on feedback from all the reviewers. He went above and beyond and even though the Kickstarter was just shy of the final stretch goal for a custom cover, he did it anyway.

The PDF comes in at 53 pages, it has awesome art, and the table of contents is hyperlinked. The index also contains hyperlinks to the page numbers. Color coding of the section headers is continued in the table of contents and the index. There is a background image, but unlike most of them I have seen, here it is faded out so I can actually read the text. Attention to the details of both usability and legibility in the text is awesome!

There is an in-depth overview of the core concepts for a cleaner, simpler, and easier to run grappling system. It covers generic concepts that will accommodate any older rule set, as well as many clones. There is also special focus for both D&D 5e and Pathfinder. Monstrous grappling is also discussed. Finally, there is a reference section with three reference sheets, one of my suggestions, to reduce the need to refer back to the rules.

One can take all of this system, or just the parts they need. I play AD&D, and its grappling system is so cumbersome that few dare try it. I plan to implement this in the games I run and an upcoming special project game on Roll20.

Along with the release of the PDF, there is an eBook format in both mobi and ePub formats. I’ll also fire up my Kindle and review the eBook as soon as I can.

This was Doug’s first Kickstarter and he is delivering way ahead of schedule. The PDF was slated for February, and delivered in January. The printed book was planned for April delivery, but has shipped in January. His constant updates were to the point of wishing it would ease up a bit. But unlike some notoriously failed Kickstarters, that is the kind of problem a back wants. the books have shipped and I’ll be getting mine any day now. Look for a review of the physical book soon!

Doug took one reviewer to heart about the art and has published a book of just the art. The cut is for the artists to get a bonus, St. Jude’s Children’s Hospital, and towards a bit of the overhead. You can buy Dungeon Grappling On DriveThruRPG and on Doug’s website, Gaming Ballistic.

Mixing It Up

The whole concept of making a dungeon, adventure, town, or wilderness interesting requires that the DM know the audience, i.e. the players.

Players who have never played D&D don’t know what to expect from the standard monsters from the Monster Manual. I DM AD&D and my sons and oldest son’s girlfriend were entertaining to me to see their reactions to standard creatures. First their were zombies, they were freaking out because their experience was that if you get bit by zombies you become one. Next they encountered a troll and it wouldn’t drop. Those and so many other things tell me that standard monsters are OK for new players.

However, if they are seasoned players or get tired of all the standard monsters change them. For example, instead of a room full of orc guarding piles of copper pieces, you have multiple options.

  • Keep it as is. Potentially boring unless you add some other twist to the room, such as an illusion or them being under a spell to compel them to stay in that room.
  • Swap the monster and the treasure for something totally different. Simple. Just pick any other creature and swap out. Or pick two other creatures and have them in the middle of a battle over a pile of gold, or whatever they both value.
  • Give them the appearance of orcs, but they are really something else, like a shape shifter, or polymorphed dwarves. The piles of copper are really gold coins that have a spell on them that makes them look like copper.
  • Be bold and randomize it all. Use Appendix D for Random Creatures From the Lower Planes for the appearance of a creature with the same stats as the original creatures.
  • Or pick a tough monster with a puny treasure, or a massive treasure with a puny monster.
  • Re-skin the monster. It might be a puny goblin, but change it’s appearance and abilities to make a new monster. Your world may not have goblins, but they have whozeewhatsis.

Treasure can be varied based on the few mentions above, or as follows:

  • Treasure is easy to roll up something else. Throw in something from a different genre’s treasure table.
  • Have a mundane looking item actually be magical. Perhaps it appears as a broken pitcher to hide its true nature.
  • Have the monsters be the treasure and the treasure be the monsters. The 5 orcs are actually fine art statues of orcs or any other creature. They are guarded by an army of copper disk automatons.
  • Hide the treasure in interesting ways. Make it invisible, or hidden in a secret room and it is invisible. Hide it by an illusion that reacts to the party. Hide it under a statue or in a hollow pedestal.
  • Have a lever that when pulled releases the treasure:
    • Into a viper filled pit, or better a mound of vipers on top of the treasure.
    • Into a sewer guarded by an otyugh or other refuse loving creature.
    • Onto the party requiring saves to avoid it or take damage.
    • After multiple rooms of treasure being released by the lever, have a room that actually delivers it into fresh large sacks and ties them off.
      • Decide how easy it will be for the characters to get homewith it.
        • Antigravity on the tied off sacks
        • Roll bend bars lift gates check to lift the sacks. If they set them down, roll again.
        • Cursed sacks that polymorphs those who touch the sacks.

Ask some questions. What is the motivation of the monsters? What about the motivation of the treasure? Is their an intelligent sword the orcs have managed to avoid picking up? Or has the sword waited for the right moment to get out of this dungeon to fulfill its purpose?

One can do any number of things to mix up a published module, or to make one’s own adventures more interesting.

Be creative not just in the treasure, but in the rooms/locations and their appearance and furnishings. There are tables in the appendix of the AD&D DMG that can give ideas, but put a twist on them. Various retroclones have similar tables to assist.

A dungeon can be a simple as a one room tomb to a complex megadungeon. Every room doesn’t need an elaborate description. Every dungeon need not have such a specialized list of descriptions. A “vanilla” dungeon with “vanilla” monsters is OK too. Maybe throw in a jalapeño, totally unexpected in the context. Such a thing would cause the players to wonder why the odd twist, so be prepared with a backstory to explain it.

This is why reading a lot gives good ideas. It doesn’t have to be fantasy. It can be non-fiction or even technical. Put on your DM’s RPG frame of mind hat and mine those things for ideas. Take notes on any off the wall ideas that come to mind.

If you feel your well run dry, read RPG related blogs, G+ pages and communities, FB pages, Reddit, or RPG related forums. Some blogs put out regular tables of ideas for encounters, treasure, new monsters, etc.  Take a break if you need it, whether you need to play for a while, or just need a session off.

Re-frame the pressure of game prep. It is supposed to be fun. If you have young children or grandchildren, take the funny things they say and work it into your game. There is a product called yogurt bites that when my granddaughter says it, sound like “ogre bites”. I decided that is a good name for a dish served at inns and taverns.

It doesn’t take much to add an interesting twist, however small that will engage your players. Given enough variety your players will be on their toes and not know what to expect at every turn.

What is an Adventure?

Yesterday, I wrote about the term campaign. While I was writing that article, it occurred to me that the term adventure has some shading to its meaning.

For example, some use the term adventure to indicate a single session. Others mean it to indicate a set of a contained story, plot, or location. Sometimes the adventure can be played in a single game session, other times, it might drag on for weeks, if it is the looting of a large replenishing dungeon.

I think commercial modules had a big impact on the use of the word adventure. The module is a self-contained whole, and the DM does not have to do anything beyond become familiar with it. Of course, customization is always an option. A series of adventures, like the Drow series could each be considered a single adventure, or the completion of the entire story arch within could be classed as an adventure.

A series of adventures, whether interrelated or not serve to make up a campaign, whatever one means by campaign.

Like so much of language, a lot of it is dictated by convention, experience, and preference. All of the above uses are correct. I suppose there are those that like to argue the fine points of any use of a word. However, that is an academic exercise that does not interest everyone. The point is to get together and play!

All terms with multiple meanings can confuse new players, so one should work to minimize the jargon, or define it on the go. The key to growing the hobby is helping new players want to play again.

How else have you used or encountered other uses in the RPG context of the term adventure?

Of course, no matter how you use the term adventure, an adventurer is one who has or goes on adventures.

Mini Review – Automata Run Amok by John Carlson

As I have mentioned multiple times here on the blog, I am in a weekly Wednesday night AD&D [Aff] campaign, Graveyard of Empires, on Roll20. We hit session 132 on November 23rd. John Carlson, our DM, has published an adventure on DriveThruRPG [Aff] & RPGNow [Aff] based on our first few sessions in the game. Being one of two players still running the same characters from session 1, I can say that this look behind the scenes is interesting.

You can read the release announcement on his blog Dwarven Automata, which is the name of his publishing venture.

Here is the marketing blurb:

Out-of-Control automata have driven a wizard from his shop. He would like the PCs to solve the problem (without damaging his creations) while his rival will pay for evidence of the wizard’s dabbling in forbidden knowledge.

This is an adventure suitable for four to five low-level characters written to be compatible with OSRIC and early editions of the world’s most popular RPG.  In addition to full details on a tinkerer-wizard’s tower overrun by rampaging automata, this module includes:

* Random tables to generate elements of a bustling port city situated in the tropics and titles for books on both magic and techno-magic

* Twenty unique magical items of variable usefulness and danger with which to tempt players

* Several unique NPCs and monsters, from a clock maker revolutionary to a brain floating in a machine animated by the spirit of a long-dead racist dwarf

* Eight illustrations by the wondefully talented Luka Rejec

This twenty-page adventure should provide between four and eight hours of Old School fun. Enjoy!

I will say up front that I admit my bias. I think John is an excellent DM who has detailed his world and it is a living campaign where player actions influence the flow of events. Looking back on this from what we have learned over more than 100 sessions shows just how much planning went into this adventure. Even though it is PWYW, and I have  the pre-release, I am buying it.

This 23 page booklet has it all, art by Luka Rejec, maps, new creatures. tables with rumors, random encounters, new magic items, and an introduction for a setting with promises of more cool stuff to come. Luka Rejec is also credited as the editor.

The premise is that a mage has been driven from his tower by ancient automata he has activated but drove him from his tower. The party has multiple ways to get involved with working for the mage, and can even end up working for a rival. Politics and rivalries within the city of Midmark are outlined, and there are suggestions for the GM in different contingencies the players may take to accomplish their mission(s). It is suitable for 4-5 players of 1st or 2nd level.

Luka Rejec’s art is awesome! I love the front cover. Having lived through this adventure in the campaign, my mental images are totally different than the characters and creatures depicted in this booklet. However, that is a personal thing and in no way is a slight to the pictures within.

Of course, John left out things that we haven’t learned yet in the campaign, or that might influence us. What he put in place is a well thought out adventure with various options for how to handle the players depending on what kinds of things they might do in an effort to wrangle the automata.

Our group had opportunity to see the PDF before the art and make suggestions. Finally, we had a look before the PDF was released for final comments and typo spotting.

What I liked:

  • The art and layout is sharp.
  • There is vocabulary to learn.
  • The table of contents is hyperlinked.
  • There is a one page isometric map of the tower showing how each level fits, and each section on each level has the level map.
    • On the following page it completes a DM Quick Reference Sheet with a timeline tracker, options in case of party retreat, and lose ends and future opportunities.
  • New monsters are stated out with a checklist for the DM to keep track of them.
  • There are suggestions for how to deal with the various puzzles/challenges present in each level.
  • There is a table to generate random book titles that is useful beyond this module.
  • Bestiary for new monsters.
  • Table of minor/interesting magic items the players might find searching different locales in the wizard’s tower.
    • These are some very creative items that many will easily find a use for in their game.

What I’d Like To See:

  • In all honesty, there’s not much else I’d like to see, other than the actual DM notes….
  • Seriously, I can’t think of what I’d add. As I mentioned at the start, I am biased and impressed with the scope and breadth of John’s campaign.
  • In the author’s note, I don’t think the bit about ascertaining his talent is needed. A quick glance will show John’s talent.

In John’s blog, Dwarven Automata,  he writes about his campaign and reviews session write ups by the players from his perspective.

I look forward to more modules in the future.

I interviewed John about our weekly game hitting 100 sessions here.

NOTE: Links followed by [Aff] are affiliate links where a portion of your purchase price supports this blog and helps buy products for use and review.

Inspiration From Real Places – Ronda, Spain

Ronda, Spain has some cool bridges across a gorge c. 100 meters (c. 328 feet) deep between parts of the town. It first came to my attention as a screensaver on my Win 10 PC, so I had to look it up.

Playing with the Google map Earth view and the 3-D features gives a very cool view of the “New Bridge”, Puente Nuevo.

I have in mind a walled city atop the cliffs, split by the gorge, with one part surrounded by steep cliffs, and the bridge across the gorge is from an area that slopes away, providing the only ground access. Massive gates with a drawbridge to prevent direct access to the city would deter all but the most determined and well-equipped enemy.

The citadel area would not have room to spread out, but could grow up, and have sewers and passages carved out of the stone beneath. Over time, these clandestine ways in allow thieves and smugglers their own way in and out of the city. Over time, the knowledge of these ways may be lost to officials and laxity in patrols could lead to enemies or creatures getting in unobserved.

The other half of the city across the bridge would have room to grow beyond the walls, limited by the cliffs and the gorge. There would be fewer tall building and less digging below, since it is easier to just spread out here. Tall buildings and excavations below would only appeal to those that have nowhere else to spread out. However, the city government, local noble, etc. would prevent buildings being too tall to prevent them being an archery platform in the event of an invasion or siege.

I wish I had time to dig into developing this right now, but I’m gathering notes for the four games I’ll be running a UCon in a few weeks. I have to get it done now since I will be at Gamehole Con the weekend before UCon. So I also have to gather the stuff for the games I am signed up for at Gamehole.

 

 

Mini Review – Apes Victorious

There’s a new RPG in town, Apes Victorious. It’s built on the standard RPG engine of so many other games based on the original RPG. The focus is on a world like that in the Planet of the Apes movies and TV show. Release on Monday, it is now the top seller on RPGNow.

It takes the “standard” RPG rules and comes up with a game that is its own setting. It is faithful to the cinematic world, and lays out the different types of apes, with the addition of bonobos. Humans can be time travelling astronauts, humanoids (regressed non-speaking humans), and underdwellers. It postulates a 1970’s era technology far in advance of what it was, but using the films as a starting point for what happened.

The nuclear apocalypse and subsequent ice age to wipe away most of past humanity’s efforts sets the stage for the rise of apes. The movies’ world setting is well presented, and suits many other apocalyptic settings.

One could argue that you can just use Metamorphosis Alpha, Gamma World, or other science fiction/apocalyptic RPG. However, the authors have anticipated this argument and made a case for multiple ways to make this a stand alone campaign of more than just one-shot adventures or convention play.

They also present a sample map and scenarios and creatures to encounter in the wilderness.

As someone who loved the original movies back when they finally made it to TV, and acted out scenarios with brothers and friends before we found RPG’s, it feels like the movies.

There is a free no art version available and two variation on the character sheet here. You can get the complete PDF at RPGNow for $4.97. Print options are forthcoming.

I tried to think of what is lacking in this game. The main reservation I had, of making it a campaign worthy game, were addressed by the authors. A niche game in a niche hobby, it is good to see the developers acknowledge what some will see as shortcomings.

I am curious about the art, so I may give in and get the art version.

There is a G+ Community that started back in the spring when they first announced the summer release of Apes Victorious.

This article uses affiliate links. A small portion of your purchases on RPGNow and DriveThruRPG help support this site.

Happy Birthday! Dave Arneson

What a fun tribute for Dave Arneson’s birthday! If you haven’t already heard, a trailer was released for a new movie about the birth of the first role playing game.

See more about it in my article on Multiverse.

It is also the last day of the third and final Read an RPG Book In Public Week for 2016.

I had delivery of a Kickstarter, The ABC’s of RPGs. It includes a children’s book, activity book, bookmark, and stickers. My 20 month old granddaughter loves the book and made me read it about 6 times before bed the other night. The art is cool and just sets the tone.