Monday, May 19, 2014

I'm a Whore . . . What of It?

I'm not fooling anyone. I have every edition of D&D made, at least as far as core rules go. I've acquiesced back and forth on Next for a long time. I've printed at least two of the playtest packs. Now, late as usual, I find out that the Starter Set is due in less than 2 months. Here is an ad from WotC's website, D&D Starter Set.

I will be getting this. Period. C'mon, 64-page DM book, 32-page Player book, PC levels 1-5. What's not to love?


Sunday, May 18, 2014

Delving Deeper v3 Random Wilderness

Well, thanks to the tireless efforts of the esteemable Mr. Simon Bull, I now have all three volumes of v3 of the Delving Deeper Reference Rules. I'll talk more at length about the new version in another post (maybe). For now, I wanted to talk about a very specific portion of the rules and share a little something.

On pages 20 and 21 of Volume II: Delving and Exploration, there are two tables for randomly determining a wilderness environment. I am always intrigued by such things. I am very enamored of the idea of randomly generating certain "facts" and imagining the ties that bind them together. So, I generated a small region, and without further ado . . .


I like it. In case you're interested, here's how I did it:

I started with a blank hex map and randomly generated the far-left column. From there I just went column by column, top to bottom. If a roll made zero sense, I ignored it, but otherwise I followed the table pretty close. Of course, most hexes were adjacent to more than one other hex, so I used that to inform my decision if I chose to ignore the roll.

Once I had all the terrain generated I then went hex by hex rolling on the terrain features table. For rivers and trails, i marked each hex as they occurred and "stitched" them together whenever it was all done. This did involve connecting rivers and trails through hexes in which they were not indicated, but that's how shit gets done.

Once I had everything generated, I drew the map in GIMP. There is a script and brush set called hexGIMP that is available for free download. It includes more terrain than just that generated by the tables, so I used a little DM license in those cases.

I plan to further flesh this out using the D30 Sandbox Companion, but I've made such plans before that have come to naught. So, we shall see.

Edit: The red skull/crossbones I used when the table indicated "lair", however, when fleshing out, I intend to view these more as "something interesting".

Sunday, May 4, 2014

Spell Lists

This is something of an open question and solicitation of opinions.

A very common thing in older editions of D&D is specific spell lists for certain classes. Rangers and Paladins are prime examples. One thing I never really put too much thought into is the limitations of such a list. Does it mean that a spell casting class can only ever use spells on its class list? Maybe the spells on the list are the only ones that can be selected from freely, like when a level is gained. If that is the case, what about researching new spells? Could these be any spell the player wants?

I kind of think they should be limited to only what's on their lists, since a limited list seems to be a balance thing. But, it doesn't make much sense, really, from the character's perspective. If there was some sort of college of magic situation, then it makes more sense. Or maybe a source-of-power sort of thing.

This is pertinent because I am working on a spell using class for Delving Deeper. I want a limited spell list to be one of the balancing factors. So, from a DM perspective I wouldn't want a player of the class to go trying to research Fireball, which isn't on the list for the class. On the other hand, I can understand a player finding a scroll with Fireball on it and saying "I want to copy it into my spellbook", and being pissed if I said no, with no game-world reason for it.

I know this is post is a bit more disjointed than usual. I hope I made enough sense to get my question across so I can get some advice.

Saturday, April 26, 2014

Delving Deeper Reference Sheets


At long last I have completed my Delving Deeper Reference Sheets. These are done in the style of the little reference sheet booklet that came with the white box. They are meant to be printed double sided and folded. I wouldn't recommend stapling, though, because I find they work better when you can pull them apart as needed. As a matter of fact, I would suggest that when (if) you print them out, don't just send them to the printer all at once. I tried to group things in such a way that they made sense even once folded, but my attention span doesn't support that sort of thing for long periods. So, look them over and decide for yourself what should be on the back of what. Here is a sample of one of the sheets:

Hopefully these will be of use. Oh, by the way, all the tables concerning classes and characters came from v3 of the Reference Rules. The rest are from v2.

Saturday, April 19, 2014

A Dangerous Thing

I've been thinking a lot since my last post (hence the title of this one). I won't bore you with the trip through my psyche. What I have arrived at, though, is a real desire to seriously look at other systems. I used to be fairly well-versed on a number of systems, even if I never played them. Since I've been a retro-cloner I've had less tolerance for new systems (new to me, that is). My current M.O. is to snarl my nose at anything that I can't have up and running in 3.9 minutes or less.

Gaming is my hobby, though. To my mind, my current attitude would be akin to a golfer who refuses to play on any course he is unfamiliar with and is more than a 3.9 minute drive from his house. Foolishness. So, I end up getting new things, but I only skim them.

Once upon a time (about a year ago), I posted about Runequest and the fact that I have always wanted to learn it and like it. To that end I purchased the pdf of Legend from Mongoose. I had it printed, and I have picked it up and put it down numerous times. Now, I've picked it up again, with a (hopefully) new and improved attitude.

I like a lot of what I know of the broadstrokes of the game. I have also always been in awe of Glorantha. So, wish me luck, I'll probably need all I can get.

By the by, I came up with my own cover. The minimal black cover is appealing, but I totally dig the older color Runequest cover. That cover, along with the original PHB cover, is one of the very best rpg covers. So, I fired up the GIMP and whipped up this mash-up cover.




Sunday, March 23, 2014

Some (Very Early) Thoughts on Dungeon World

I've been reading my printed pdf a bit, and studying forums, reviews, and blog posts. One of the biggest problems I am having is that I didn't take the plunge with this game sooner.

I really dig the core mechanic, from concept through implementation. I'm a big fan of the bell curve, so naturally a 2d6 resolution mechanic is right in my wheelhouse. I also really like the graduated results. Just in case you didn't know, to resolve an action roll 2d6 + relevant stat bonus. If the roll is 10+ you succeed as desired. A 7-9 means you succeed, but with some sort of complication. On a 6 or less, it is the GM's call. Maybe you succeed but with a cost of some sort, or maybe you suffer humiliating defeat. (This may sound arbitrary, but the rules hammer the notion of "the fiction". So, the GM's response to a 6- roll should be logically consistent with the scene as it is being played out.)

In the last campaign I played in we had a situation wherein this type of mechanic would have been useful. We were playing my friend's heavily houseruled AD&D 1e/2e mash-up. I consider my friend a completely awesome DM. He knows his world inside and out, being immediately ready with details like the best vintages from particular wine regions, through giving little clues buried in ancient dialects in lost writings. One of is "soft spots" his in strict interpretation of the dice. In this campaign, our first "encounter" was . . . frustrating.

There was a room which was obviously trapped. He didn't allow a detect trap type roll unless and until we described exactly what we were doing. Now, as a principle that is keeping with the finest old school tradition. But, there was a very specific method to this trap. We spent over an hour of that session mucking about with that trap.

I'm not busting on my friend. I would leap at the chance to play in one of his campaigns, any place, any time. I also know that his way is not the only way to DM situations like that. My only point is that a graduated mechanic, like that in DW, would have mitigated that situation and kept the game moving. When this type of mechanic is hard-wired into the rules, and everyone at the table knows it, the expectations change. When the expectations change, the dynamic changes, and thus the game itself changes.

I can see the other side of this argument. If we, as a group, had approached that room/trap with the expectation that we would get past it in one turn, even if it meant "something bad" happened, it would change how we approached it. However, it doesn't work that way. If you roll a 6-, as GM it is my option for how things progress. It is incumbent on me to exercise that option in keeping with the established fiction, though.

To return to the room for a moment: the room was large and filled with stone columns. The trap was that the columns would start falling before we could cross the room. My character (an 8th level fighter) had a column fall on him. He took quite a bit of damage, but, being a fighter, had the HP to cover it. So, he was described as being pinned, and had to be pulled out.

If this would have been DW, and we had rolled a 6- to defy the dangers of the trap, I would have been rolling up a new character. The fiction would demand it. A 2-ton granite column falls on you and it is time for your companions to salvage any of your gear that isn't flattened.

Of course, my friend could have narrated it that way. That's not the D&D way, though. That's not a criticism of D&D, just a contrast of two different games. D&D is about shaping the narration to fit the numbers, while DW is about using the fiction to inform the numbers. So, in the campaign, my guy took about 60% of his HP, obviously he was still alive since he still had HP. So, my friend had to narrate it that he was pinned under a chunk of granite. In DW the fiction states that 2 tons of granite falls on you and you're screwed. Period.

That may not sit well with some of you. Hell, when my ADD swings again, it may not sit well with me. However, on this rainy Sunday morning, it sits very well with me.


Friday, March 21, 2014

And Now for Something Completely Different

I'm a fighter guy. Nothing different there. One of the things I always hated about my old group was the wild disrespect they had for niche protection. Especially where combat rules were concerned. There was zero effort expended to make sure my fighters were consistently better at fighting. I can dig the thief backstabbing or a magic user with a Staff of Striking. Sure, my fighter won't mete out more damage than everyone else, every single round. But when it comes to laying down the hurt reliably, there should be no substitute for the fighter. I mean, it's right there in his name.

Now, for the "completely different" part . . .


I have noticed this game from afar for quite some time. It seemed far too narrativist for me, though. Even though I was seeing a lot, and I mean lot, of mad love for it, I couldn't get past the product description. There was a part of the blurb that said something to the effect that the players and GM collaborate on the world/setting when the campaign kicks off. Whoa! That kind of talk is like the Black Knight solemnly intoning "None shall pass".

That kind of talk rankles my referee nerves. One thing I despise about the narrativist movement is when it goes overboard with player agency. Said agency is a good thing, in moderation. In many cases, though, it goes too far, to the point that the referee is present to manage the players' entertainment. We're all there to have fun, and that includes the referee. I get it if the players don't want to play in a post-apoc dystopia, and the referee shouldn't be a dick about trying to force it. By the same token, maybe the referee doesn't want to run a game set in Candyland. Obviously, there is plenty of middle ground in which to meet, it's just that I've seen too many systems that think player agency should be Almighty.

Well, something happened (I can't say what happened because I don't know) that prompted me to give Dungeon World another look. I took up arms and approached the Black Knight, intent on passing and learning the secrets he was guarding.