Old TSR stuff has been coming back to life as print on demand products for a few weeks now, but I feel I’d be remiss in my duty as an OSR blogger if I didn’t mention that the core AD&D books are back as POD products now. 1st edition AD&D was where I cut my teeth as a gamer and it’s the dialect of D&D that I speak natively. Sure, I learned on the OD&D variant Holmes Basic, but in less than a year I had the entire AD&D core rules and I never looked back. To this day 1st edition AD&D is my go-to game. Yes, I have many retroclones. Yes, I played 2nd edition for pretty much the entirety of it’s run. 1st edition made me as a D&D player though, so I am pleased to see it’s return to print, even just as a POD product.
I bought the AD&D premium reprints for the Gygax memorial fund- not that that worked out, but I never use those books, they seem to nice to use at the table really. I probably will not buy these POD copies, because I already have multiple copies of each of them, and I would prefer the original covers. Maybe, at some point, they will let you choose between cover variants?
Anyway, here are the links-
Players Handbook
Dungeon Masters Guide
Monster Manual
At $25.00 each, I think they are well priced, provided the quality of the paper and the binding are good.
Middle-Aged Guy Blogging About Games
Saturday, January 28, 2017
Tuesday, November 29, 2016
Thieves in D&D
****Note this is a slightly edited version of a rant I went on about Thieves back in 2012, at the end of a longer post about other things. I figured it never got as much of an audience because it wasn't it's own post, kind of lost in the noise, and I've been considering going through and editing for re-blogging some of my older stuff- consider this a test****
The Thief, D&D's biggest jerk class.
I think I have finally figured out why though. The name of the class says "If you are a player that wants to screw over the rest of the party, play a Thief!". I know Conan was a Thief for a good portion of his career, but a lot of D&D players have never read Conan, or Fafhrd and The Gray Mouser*, or even Thieves World with Shadowspawn, so, even though AD&D doesn't come out and say "Steal from your party", it does mention that most Thieves tend to be Evil and they see things like the drawing of the shirtless Thief robbing somebody at knife point in the 1st edition Players Handbook right under Thieves XP table, or the "There is no honor among Thieves" drawing in the alignment description section of the Dungeon Masters Guide and they assume that's the code of conduct for Thief characters. The Moldvay Basic book comes right out and says it "..as their name indicates, however, they do steal- sometimes from members of their own party". Dr. Holmes states a little more bluntly in their class description "Thieves are never truly Good and are usually referred to as Neutral or Evil, so that other members of an expedition should never completely trust them and they are quite as likely to steal from their own party as from the Dungeon Master's Monsters.". When you couple this with the fact that they have that Pick Pockets skill, what are they going to do? Screw the party, that's what they're going to do. They don't have to, they level faster than every other party member, so stealing the gems or some extra gold so the get bonus XP they don't have to share is just damned greedy, but they do it because they can, the system encourages them to.
So I got to thinking about this, if D&D is fantasy F-ing Vietnam, then Thieves are like the Tunnel Rats, or SF or some kind of specialized warrior minus the name-tag and the Pick Pockets ability; because when you think about it, what else have they got? Find and Remove Traps? That's a pretty awesome and helpful ability to have in a party, very Tunnel Rat-esque too. Move Silently? Also damned handy and kind of militarily helpful, in a stealthy commando style. Hide in Shadows, same thing. Hear Noise, again, same thing. Climb Walls, again, same thing. Open Locks is the only iffy one there, and I can see an argument for it being a militarily useful skill, or at worst, an espionage type skill**. Even their Backstab ability is a pretty bad-ass commando type ability, so these guys could have been called something else (like, say- "Sneak Attack") and saved us all years of intra-party conflict and douchebaggery.
I guess not every D&D Thief needed to be played like a raging douche, they could have been played as though they were modeled on Indiana Jones, he displays pretty much every single Thief skill (including Read Languages that I didn't mention because I was reading them out of the Moldvay Basic book and the Holmes Basic book when I listed them), but sadly, no, he's an Archaeologist, not a Thief (although that's a subtle distinction depending on when and where you are and who you ask); all I know is I'd rather have Indy in my party or a Tunnel Rat from 'Nam than any damned Thief, even if it is Conan. Conan occasionally screwed over his party***.
*I haven't for instance.
**Which brings me to the sad slippery slope argument that Pick Pockets makes for a great espionage type skill too. Maybe it would work if the Class wasn't called Thief and didn't have all of those references towards stealing from your own party and tending toward Evil.
***To be fair, if memory serves, they were usually Thieves that were planning on screwing him over, but you have to be careful about the company you keep.
The Thief, D&D's biggest jerk class.
I think I have finally figured out why though. The name of the class says "If you are a player that wants to screw over the rest of the party, play a Thief!". I know Conan was a Thief for a good portion of his career, but a lot of D&D players have never read Conan, or Fafhrd and The Gray Mouser*, or even Thieves World with Shadowspawn, so, even though AD&D doesn't come out and say "Steal from your party", it does mention that most Thieves tend to be Evil and they see things like the drawing of the shirtless Thief robbing somebody at knife point in the 1st edition Players Handbook right under Thieves XP table, or the "There is no honor among Thieves" drawing in the alignment description section of the Dungeon Masters Guide and they assume that's the code of conduct for Thief characters. The Moldvay Basic book comes right out and says it "..as their name indicates, however, they do steal- sometimes from members of their own party". Dr. Holmes states a little more bluntly in their class description "Thieves are never truly Good and are usually referred to as Neutral or Evil, so that other members of an expedition should never completely trust them and they are quite as likely to steal from their own party as from the Dungeon Master's Monsters.". When you couple this with the fact that they have that Pick Pockets skill, what are they going to do? Screw the party, that's what they're going to do. They don't have to, they level faster than every other party member, so stealing the gems or some extra gold so the get bonus XP they don't have to share is just damned greedy, but they do it because they can, the system encourages them to.
Kind of a dick, eh?
So I got to thinking about this, if D&D is fantasy F-ing Vietnam, then Thieves are like the Tunnel Rats, or SF or some kind of specialized warrior minus the name-tag and the Pick Pockets ability; because when you think about it, what else have they got? Find and Remove Traps? That's a pretty awesome and helpful ability to have in a party, very Tunnel Rat-esque too. Move Silently? Also damned handy and kind of militarily helpful, in a stealthy commando style. Hide in Shadows, same thing. Hear Noise, again, same thing. Climb Walls, again, same thing. Open Locks is the only iffy one there, and I can see an argument for it being a militarily useful skill, or at worst, an espionage type skill**. Even their Backstab ability is a pretty bad-ass commando type ability, so these guys could have been called something else (like, say- "Sneak Attack") and saved us all years of intra-party conflict and douchebaggery.
I guess not every D&D Thief needed to be played like a raging douche, they could have been played as though they were modeled on Indiana Jones, he displays pretty much every single Thief skill (including Read Languages that I didn't mention because I was reading them out of the Moldvay Basic book and the Holmes Basic book when I listed them), but sadly, no, he's an Archaeologist, not a Thief (although that's a subtle distinction depending on when and where you are and who you ask); all I know is I'd rather have Indy in my party or a Tunnel Rat from 'Nam than any damned Thief, even if it is Conan. Conan occasionally screwed over his party***.
*I haven't for instance.
**Which brings me to the sad slippery slope argument that Pick Pockets makes for a great espionage type skill too. Maybe it would work if the Class wasn't called Thief and didn't have all of those references towards stealing from your own party and tending toward Evil.
***To be fair, if memory serves, they were usually Thieves that were planning on screwing him over, but you have to be careful about the company you keep.
Not Gaming Today
It always seems like I think and write more about gaming when I am actually gaming less. I guess that makes sense, if I were actually gaming I’d have less time to think about gaming in general. Today I was supposed to GM the new Mophidius Star Trek RPG, but both my wife Mona and my daughter Ember are sick. This should have been the “good” week for Mona, the last weekend before more chemo, we even had an “extra” weekend here because of Thanksgiving delaying a treatment for her. Until her treatments are done it’s looking like we are going to be two weeks off, one week on for gaming, with a pretty good chance of losing the third week too.
Star Trek came as a bit of a surprise this week anyway, we were scheduled to start a new Savage Worlds Fantasy campaign set in my own Garnia setting, but they released the playtest into the wild and they would appreciate getting the results back within a few weeks. It’s not a long adventure, and it seems like it hits all the right rules to test, and teach, the game. In that respect it brings to mind the adventure in the Legend of the Five Rings RPG first edition book.
Working on a new campaign is always handy to distract me from my wife’s illness, so I welcome it. Writing up stuff for Garnia for Savage Worlds is a little weird for me, I easily fall into my AD&D mode there, which makes me want to check out OSR related blogs and such, then lose myself for a while reading about things like the implied setting of OD&D, or Vancian magic, or a myriad of other details about TSR era D&D, especially the early, Gygax era.
I engaged more than usual with the D&D groups on Facebook this week, which made me realize that I have DMed way more than I have played over the years. Made me think about whether Holmes Basic should be counted as OD&D or part of the later Basic line, or should each iteration of Basic D&D be considered it’s own thing? I only recall having two characters of my own for Holmes, an elf I named Elrond- I was a big fan of the Hobbit at the time, and working my way through Lord of the Rings, and a Halfling named Garn- who my campaign world would be named after. Both of those characters were played in my friend Chris’s campaign, which eventually collapsed because of his killer DM/Monty Haul tendencies. Elrond died on his first adventure, killed by a Vampire he encountered on the second level of the dungeon. Garn became a god, after his first successful adventure.
I can only think of four 1st edition AD&D characters I played over the years. Mandark, a Human Fighter that I played in my friend Tim’s campaign from the time I was in 5th or 6th grade until he went in the army when I was a junior in high school. He made 8th level in those years of heavy play. Second, concurrently, was Lodor, and Elf Fighter/Magic-User that I played in non-Tim run campaigns (except for once, and I’m still bitter about that), he maxxed his levels out, 5th/8th I think. The third guy, whose name I don’t remember, I think it was something like “Fredigar”, lost his right hand after his first adventure and I retired him. Lastly, there was another Fighter, named Brennos, who I played in the 2nd edition era in a campaign run by my buddy Steve, who was the OG of old school. Brennos made it to 6th level, then got killed at the end of the last session we played by a critical hit from a goblin’s arrow, when he was at full HP. Still a little bitter about that too, but that campaign my well have been the most sand-box, old school game I ever played in.
2nd edition AD&D had me DMing less often, adult responsibilities and all, but I played in a pretty long-lasting (for the grown-up world anyway) game where I had two different characters, an Elf Magic-User (generalist, no kit) named Celenor, who made it to 6th level before a Drow’s sleep dart killed him with a crit, while at full HP- seeing a pattern here, still bitter about it too; and a Human Fighter whose name I forget. He was a swashbuckler, I made him so he wouldn’t compete with the Dwarf Fighter
Sunday, November 6, 2016
What's on my mind lately
So, I’ve been
thinking about games a lot lately, probably because I haven’t been
playing a lot lately. My wife Mona’s cancer has recurred, in her
lungs this time, and she’s started chemo and not been up to doing
much gaming. We may be looking at one game per month roughly until
she’s done with this course of treatment, she goes once every three
weeks and it seems to take two to recover enough to do anything. I
have, along with my daughter Ember, been busy picking up Mona’s
slack, making meals and cleaning and such, more work than I’d
expected I guess, and taking care of Mona where and when she needs
it, so I don’t really have too much extra time to miss the games
themselves, with the extra work involved in prepping the house for a
bunch of people to come over, but I have the time to miss gaming.
Months ago my group
grew from just myself, Mike and Mona to include Mike’s son Mason,
my daughter Ember- who just turned nineteen, and Mike’s adult
daughter Marie and her BFF Rebecca, although the latter two have only
shown up when Mike was GMing Savage Worlds. Oh, and our occasional
guest star Darryl, my oldest friend.
Mike has been
running Savage Worlds in a couple of settings- Weird War 2 and a
stand alone adventure CRT, but mainly Thrilling Tales. Our latest
Thrilling Tales adventure started before we realized Mona was sick
again, when we found out we tried to rush to the end before her chemo
started, but that didn’t work out. I halted my B/X-AD&D
campaign I started with the “Isle of Dread” when I thought we
were going to have two more D&D newbies and started running “Keep
on the Borderlands”, which turned out to be unnecessary because
Marie and Rebecca didn’t show for it, but I figured it would be
nice for Mason to have the same shared experience there that I had
when I was roughly his age. That turned out to be a blood bath, with
multiple near TPKs. Mona missed about half of each session because
she was working, and the game ran better after she returned from
work. I guess having her there was the party’s good luck charm. Bad
luck, poor intra-party communication, planning, preparation and
tactical coordination were killing them while she was gone. I think
Mason was on his fifth character before we went on hiatus to play the
Thrilling Tales game after two sessions. I haven’t seen slaughter
like that since that Oriental Adventures game I ran when Ashli was a
senior in high school and we had two or three weeks in a row of TPKs.
I did play a board
game with Darryl and Mona a month or so back, Supremacy. It didn’t
go well. We butted heads over which expansions to use. We had agreed
before hand to play with none the first time, but we wasted so much
time that we only had time for one game before he had to leave, so he
wanted to add a bunch. I did not, as I hadn’t ever played with most
of the expansions the last time I played, which was in the 1980s. My
thought was that I’d have to essentially relearn the game, and so
would he, and we’d have to teach Mona and Ember to play (although
Em bowed out before we started), so it made sense to me to take it
slow and easy. Also, Darryl and I have a history with this game that
has led to acrimony in the past. I once really screwed him over in an
alliance against his dad and he took it out on me by making sure that
he screwed me over, as hard as he could, in every game we played for
the next couple of years. Ultimately the problem was more or less
solved only, I think, by us playing Axis & Allies more or less
exclusively for several years. The alliances there are concrete,
there is no changing sides, we usually ended up on opposite sides,
but eventually learned to work together again. The game of Supremacy
we played a month or so ago really brought the worst in both of us
out again, and we ended up destroying the world on the third or
fourth turn. Not the best way to play a game we started as a memorial
tribute to his dad.
I’d say it was the
stress of me having to deal with my wife’s cancer and all that
entails, combined with the fact that we were pressed for time by the
time we got around to playing, and the fact that we actually bickered
over which exact version of the game to play before we started, but I
think it may just be that the two of us can’t play that particular
game together anymore, which is too bad because I have fond memories
of playing it as a teenager. It bums me out because Darryl doesn’t
play D&D anymore either. He’s been drawn into a more character
driven, story focused, role playing intensive kind of gaming, since
he started playing with another group in Syracuse maybe fifteen years
ago. He associates D&D with D20 era D&D on the one hand, with
it’s multitude of skill checks, it’s broken challenge rating
system and it’s deep focus on miniatures and tactics on the one
hand and the lack of any real, deep role playing we played it with
when were were kids on the other; and his mind set goes back to the
“chess-master” when he tries to play. He hates Vancian magic, and
magic was his thing back in the day, he hates rules too. He’s
become a champion of rules-lite games, Mike is big on rules-lite too,
but neither of them seems to grok the idea that pre-D20 D&D is
pretty rules-lite, especially the pre-1985 variants. The 1981 Moldvay
Basic book is 64 pages, Savage Worlds Deluxe Explorer’s edition
(the edition I have, and the edition Mike runs) is 188 pages. You
might say “But that’s not a fair comparison, it’s not the
complete rules”, OK, the Cook/Marsh Expert rules are another 64
pages, an arguably complete game, still much shorter than the 188
pages of Savage Worlds, but, when I suggested that I may run a Savage
Worlds fantasy game instead of D&D (mostly so Marie and Rebecca
would show for it too), it was immediately suggested that I should
use the Savage Worlds Fantasy Companion another 160 pages. Now I
(mostly) run 1st edition AD&D, so the page count is
higher, but I think that my point that Savage Worlds isn’t really
rules-lite is made. There are versions of D&D out there that come
in at as little as 2 pages- I am looking at you Swords & Wizardry
light- so you can trim a lot of fat there.
Some complain that
D&D combat is too slow, I haven’t seen Savage Worlds run any
faster really, although there does seem to be less bean counting for
most NPCs, they are either good to go, shaken or gone, so there is
that. The inevitability of using miniatures, rather than the choice,
is reminiscent of 3e era D&D to me though, and I have to count
that as a minus for the system. I only use minis for D&D combat
maybe half of the time, usually when the group has gotten bigger and
it’s harder to describe or conceptualize the space and the
participants or when kids are playing*.
Skill based systems
bug me. This isn’t news to anyone reading this probably, but I
really hate making a skill check instead of telling me, the DM, what
your character is doing. It makes sense that the kids have a hard
time with this, in a video game, if you have the proper skills,
things get highlighted or extra options appear in dialogue, or
whatever; it bothers me when people my own age or older can’t deal
with these things though. I know the argument for the other side-
Marlon the Mighty knows how to do tons of stuff that I as a player
have no clue about- casting magic spells, picking locks, heraldry,
herbs, diplomacy, chatting up wenches, etc., so it only makes sense
that I should get a die roll on these, right? Maybe, but it makes the
players lazy to be able to JUST make a die roll. Maybe you are bad at
thinking on your feet, embarrassed at having to improv on the spot
etc., but you should have something in mind when you try to bluff
your way past the guard. Not having this idea is the opposite of role
playing, it doesn’t help with the immersive story experience that
was a stated aim in RPGs.
I keep saying to
people, Darryl, Mike, Ember, even Mona (who has heard it all before a
thousand times), that the system (or engine) that you are using
doesn’t matter. All RPGs are pretty much the same, and universal,
you can tell a great interactive story with D&D as your engine if
you try. You can have a bogged down, slow moving roll for everything
fest with it too. DM skill matter way more than the system you are
using. I have tried many RPGs, not as many as a lot of people, but
more than most I’d say, and I keep coming back to the one I spent
the bulk of my youth playing- D&D, usually with the “A” out
front; it’s home to me. I find it simple to modify to whatever my
campaign needs are at the moment. I can add and subtract from the
rules, and I have a solid idea of what effect each change will have.
I know what to modify, and what to leave be. I think in D&D when
I design stuff, I have to convert it to other systems when I play
them and that’s kind of an annoying waste of my time. AD&D is
just OD&D with a bunch of accretions, bits of house rules added
on, ideas from people other than Gary and Dave and the TSR band.
Everybody started somewhere in the D&D timeline, I started with
Holmes Basic just prior to the release of Moldvay Basic- I was
actually confused and annoyed that a “new” edition was released
so soon after I bought mine- I have never met an RPG player that had
not played D&D. A lot of people didn’t play a lot of D&D,
having quickly moved to different or more exotic systems, RuneQuest
and DragonQuest were apparently popular alternatives at one point,
GURPS was big later. Maybe Vampire the Masquerade drew in a different
crowd to RPGs that never played D&D, but I never met a White
Wolf/World of Darkness fan that had never played D&D. 5th
edition D&D seems pretty popular, but it’s not really my cup of
tea; I’d probably play, but I don’t want to DM. It has too many
leftover rules from the 3e D&D era for me. Also, I hate
Dragonborn as a PC race, but I was never a fan of Gnomes either, so
your personal mileage may vary.
*This generation
raised on video games seems to start at a real deficit when it comes
to describing encounters versus showing them on a map/battle board. I
should also note that “kids” seems to refer to everyone under
thirty. Get off my lawn!
Thursday, March 24, 2016
Isle of Dread sessions 2 & 3, plus a bit more.
I have been remiss
in my duties as chronicler for this campaign, which I have started
posting some stuff for over on Obsidian Portal too, but I'll try and
give a recap of the last two sessions to the best of my ability to
remember the details. Session 2 had our intrepid PCs leading their
troops across the island to the village in the south, then back to
the north, with a native guide and porters, all the way to the
central plateau region. Along the way they encountered the Phanatons,
stayed the night with them and revictualed some, then had a Phanaton
guide, “Screamy”, take them to the edge of the mountains. I wish
I'd had Screamy stay on, but I couldn't think of a good excuse to do
so at the time. They made it through the mountains to the central
plateau with little trouble- I do not remember if they had any
encounters along the way, if they did, the encounters were of little
consequence. On the central plateau they traveled pretty directly to
the village in the middle, and made the (friendly) aquantance of the
villagers there, had a bit of a party, then agreed to help them with
their renegade problem, since it coincided with their desire to
investigate/loot the temple there anyway.
As a side note- I
hadn't remembered, and perhaps never ran, the temple itself. I was
surprised to see that there were encounters that were unavoidable,
much to the consternation of the players, who had taken great pains
to avoid conflict up til that point. Later on, in session 3, I would
be unsurprised, but a little disappointed, to see there were
encounters that made absolutely no sense- the Mako shark room and the
Giant Piranha encounter being the best/worst examples. Bad dungeon
ecology and poor adventure design, in my opinion.
Entering the temple
was a bloodbath, the party wiped out the tribe, with only the women,
children and a few adult males escaping, but were seriously bloodied
in the attempt. Several of the NPCs, Armin, Aiantes, and Urrialdo,
died that day, either there in the temple fighting the tribe, or in
other encounters I do not recall.
For the next Isle of
Dread session, some two or three weeks later, Mike's son Mason came
to play too. He had joined us for Mike's Savage Worlds game the week
before and had a good time, so he wanted to try my D&D game. He
rolled up a character 3d6 in order and ended up with a Magic-User he
named Mason. That took up a bit of time and I was a little concerned
that the first time he played he was playing a Magic-User, but he
seemed to have fun. The party cleared the first 2 levels of the
temple (having cleared most of the 1st level the last
time) and Berangaria died in the room with the Mako sharks, then Mona
rolled up a new character, Lorelei, a part Merfolk, mostly Human
Fighter, who I had the party find, inexplicably, in the prison cells
they came across shortly after Berangaria died. Lorelei,
conveniently, has no real memory of how she got there, my thought is
that she's been there for centuries, possibly millennia, in some sort
of magical stasis.
All told, the 2nd
and 3rd sessions were less satisfying for me to DM than
the 1st was, but it was still a good time. I find I do not
particularly enjoy the set-piece battles or dungeon exploration as
much as I used to. I seem to enjoy more plot driven adventures, and
NPC interaction. I like the roleplaying aspect of D&D more than I
remember it happening in the old days. I enjoy portraying the
individual NPCs as people with their own motivations and
personalities, I like the “living” world, where things happen
whether the PCs are involved or not. Less reactive, more proactive.
The other stuff-
Mike ran Savage Worlds and Star Wars d6 since the last time I posted
here. We decided, despite strong nostalgia, to convert our Star Wars
game to Savage Worlds. I played a pretty epic amount of Panzer Corps
with my brother Jon, he beat me more than I beat him, kudos, I really
mean it. It seems to be over now, he hasn't played his turns in over
a week now, but it was fun while it lasted. I also note that my
Obsidian Portal Ascendant membership has lapsed. I am disappointed,
but not sure if I'll re-up for it. I never really used it, despite my
grand plans.
Tuesday, February 16, 2016
The Isle of Dread, session 1
I DMed a session of
X1 “The Isle of Dread” for my D&D group* last Saturday, it
went well. I haven't felt so good about DMing in literally years,
mind you, there hasn't been a ton of gaming for me over the last few
years, but this one made me feel like I got my mojo back. I ran it
with AD&D character classes and a mixture of B/X and AD&D
rules, just like back in the day. I gave us a non-standard start, in
part because I am tired of starting new campaigns, so I started them
at 3rd level, and partly because I have been thinking
about launching a campaign from a shipwreck for a couple of weeks
now. They left the port of Specularum after receiving the map and
journal entry from the player handout, with a mission to find the
lost temple. I played a couple of ill omens pretty hard, to give them
a sense of foreboding; first, just before they departed, the temple
of the sea god at the port was destroyed by an earthquake, then,
their first night at sea, a comet appeared in the sky, growing larger
over the days of their voyage until, finally, their ship was caught
in a storm and tossed about until it struck a reef and shattered.
There was one survivor from the crew, the ship's navigator (who also
happened to be a 1st level Magic-User), the 2 PCs (a
Ranger and a Druid, both 3rd level) and 11 of the motley
band of lackeys that they'd hired for the expedition (a mixture of
classes with a couple of Dwarves thrown in for good measure).
Waking up on the
beach the morning after the shipwreck, the PCs took charge and
organized the survivors. First the scavenged what they could from the
wreckage and bodies that had washed ashore, then they divided into
two groups, one to set up camp on the beach and act as a burial
detail for the bodies, the other to recon in force to find a source
of fresh water. Group A, on the beach, unfortunately had a random
encounter with a Cave Bear and over half of them died. Group B,
moving into the interior of the island, cutting a path through the
jungle, had some tough going, but they found a stream, filled their
available water vessels, and made it back to the beach uneventfully.
Realizing that
staying on the beach was a non-starter, the 2 PCs decided to lead the
rest of the survivors overland to explore the island. The jungle had
plenty of food they could eat, and was easily identified by the
Druid, so they stuck to the stream until it disappeared going into
the mountains. Assuming they might be able to get a better look
around from the mountains, they moved on up, over and, ultimately,
through the chain, with just a single encounter with some Rock
Baboons. Coming out on the other side they encountered some
Neanderthals, and ended it peacefully. Unbeknownst to the party, they
were moving deeper into Neanderthal territory- towards their camp.
The same Neanderthals returned to trade, but after a couple of minor
trades, attempted to trade a Cave Bear pelt for a Two-Handed Sword,
and the owner (one of the NPCs, Engeramus) didn't want to. The
Neanderthals were a bit insistent, so Calliphana, another NPC,
attacked and killed the insistent would be trader. Initiative got
rolled, and the party went first, Calliphana and Hinrich attacked in
melee, Irenaeus cast Sleep, dropping all of them, at Berengaria's
(the Ranger PC) command. Urrialdo, the Dwarf thief NPC, cut two of
their throats before she could be stopped. This left the party with a
dilemma, and after some heated debate between all of the party
members, the party decided it would be best to kill the remaining 2
Neanderthals, leave their trade goods behind, and flee though the
night as far as they could to try and leave Neanderthal territory.
This went as well as
it could I guess, the party strayed from their original course a bit
to the east in the darkness, then ran into (almost literally) a
Titanothere. It woke up and blindly attacked the nearest party
member, Grenville, an NPC Fighter, and nearly killed him. The Druid,
whose name I don't recall at the moment, quickly cast animal
friendship and saved the day, then cast some Cure Light Wounds spells
to save Grenville. The Titanothere wandered off and the party decided
they could probably safely bed down where it had been. They were
right, and slept until awakened by a mid-morning rain. They spotted
the lake in the distance and followed the lake shore south for a
while. I am pretty sure we broke there, as it was getting late, and
Mona had to fix a map error, which took a while.
*and by group I mean
my wife and friend Mike.
Tuesday, January 26, 2016
Addenda-
Race as class,
another argument I see both sides of, and agree with both
alternately. I prefer the Human-centric implied setting of early D&D,
Demi-Human racial classes and level limits help enforce this. I'd
actually prefer a completely human world, but most players balk. It
seems the Tolkien-esque multi-racial paradigm won over a more
Conan-esque setting for fantasy adventure games. I run a lot of
“historical” settings, so it really isn't a problem,
particularly, for me, but “standard” D&D settings are always
multi-racial, and later editions of the game make them the absolute
equals of the Human characters.
I kind of like the
idea that they are maybe fading races, their age has passed, and they
are relics and anachronisms, leftovers from a more magical time; now
is the age of man. I can get behind that implied setting and run with
it. This also makes racial classes and/or Demi-Human level limits
make more sense.
In my Garnia
campaign setting this is almost what's going on, the Elves are a
defeated species, Dwarves are exiles, and Halflings and Gnomes are
not noteworthy enough to have any real history of their origins.
Half-Orcs exist, as do Half-Elves, but I came up with a reasonable
explanation as to why both Orcs and Elves could breed with Humans,
but not with each other. The age of man is certainly happening there,
the age of the Orc is impending. Garnia is, other than the Celtic
veneer, a pretty standard AD&D setting though. Garnia was
designed, from the get go, as a standard AD&D setting, with all
the bells and whistles, all the melange that implies.
So I guess what I am
saying is that, while I might actually prefer the “standard” D&D
racial classes for Demi-Humans, I will not go further than the AD&D
multi-class capable, level limited versions; that's where I draw the
line.
None of this is new
from me, I just need to re-state it from time to time. I argue for
racial classes, my wife argues for multi-class capable.
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