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.




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.

On my mind today.

I recently bought the compilation volume of the first three issues of Knockspell. I was a bit surprised to see that many of the things that I have pontificated about, either in person or in my blogging, are the same issues they were writing about before I joined in on the whole OSR movement; in effect, I have been restating things that were said years before I joined the movement.

This reminds me that I have frequently had the same idea myself and posted about it, as though it were new to me, over and over. Alignment as a faction. Weapon damage by class. There are myriad things that I keep thinking are new ideas I have had that I blog about only to realize that I had had the same exact revelation and spoken or blogged about it, in some cases, years before.

So that's one thing. I also re-fight the same battles in my head over which D&D I prefer. I started with Holmes Basic, which is the last “original” or “0e (zero edition) product, or a separate and singular edition, depending on your point of view. Although I bought, and used, the Cook/Marsh Expert set (The X part of the B/X edition), I had really, concurrently, started playing 1st edition AD&D. I default to AD&D a lot, despite it's warts (or maybe, in part at least, because of them), so it tends to be my “go-to” version of D&D, or even RPG. I understand that the B/X or BECMI/Cyclopedia versions are tighter, arguably better, versions of D&D and so too is 2nd edition AD&D, for that matter, but my formative gaming years were spent learning the intricacies of 1st edition AD&D, so I tend to “go home” when I need to make a snap judgment or consider creating something new. I do this to the point where I had to deliberately set my mind to it when I tried to run a Swords & Wizardry (with Delving Deeper) campaign, so I could try and replicate, to understand fully, the earliest version(s) of the game.

Intellectually, I prefer the simpler, rules-lite versions of D&D. Tim Kask wrote that AD&D changed everything, and he's right, but for more reasons than just rules-lawyers sucking the fun out it. The power level of PCs creeps up, making them more likely to be heroes right off the bat. I can't not think of the AC system running from 10 to -10, rather than 9 to 1 (or 0 maybe? I know “standard” D&D doesn't have negative ACs), for instance.

So I come to the conclusion that AD&D is where my home is, and I just accept it with it's mish-mash of unrelated sub-systems and other idiosyncrasies. I might prefer a bit more “gonzo” a game, genre mixing sci-fi, fantasy and Cthulhu mythos, and that's easier to do with OD&D and it's retro-clones probably, just like it's easier to write publishable adventures for OD&D, but I can make it work with AD&D. I also find that I like more Sword & Sorcery style settings, usually with a historical veneer, and that's not “standard” AD&D either. I guess it was 2nd edition that taught us AD&D could be used as a toolkit for any genre with it's varied official settings.

So here are the things I prefer in D&D to AD&D:

The 3 point alignment system, simple Law vs. Chaos, and it is really coming from a faction system, good and evil are less relevant (although it can be argued that Law=Good and Chaos=Evil).

Original D&D included, as standard, Robots and Androids, it has extra sci-fi in it's DNA.

Weaker characters, originally everyone used a d6 for hit points, +/- 1 based on class and +/- 1 (maybe) adjusted for Constitution. Later on, I assume with the advent of polyhedral dice, this was re-codified to the -1 classes dropping to a d4, and the +1 classes moving up to a d8 for hit points.

Fewer absolutes because of fewer rules, and that ties in to the belief that the DM is in control. I believe the DM should be an impartial referee, but I also believe that the players should recognize his absolute authority. We played AD&D this way anyway, when I was young, but it's starting to look like a lost art. I think that this comes from the rules heavy nature of later iterations of D&D.

I'll still take AD&D over d20 D&D or later, because, even though the PCs are substantially stronger from the get go than their D&D counterparts, they still don't have the expectation of victory in every encounter. Pre-d20 D&D is lethal, it rewards common sense and good tactics, it punishes those that fail to heed warnings or try to push their luck too far. In my opinion this is better for long term play, and it gives the players a deserved sense of accomplishment.

I took last week off from doing anything RPG related and played Civilization V, as I have not done so in some time. That, in turn, led to me spending a lot of time with modding my Civ game, as is my way. I don't create content for Civ V (yet), there are many talented modders in it's community. I used to mod Civ 4 though, although I foolishly deleted all of my work when I migrated to Civ V. I also mod The Sims 2, mostly flavor stuff, like start up text, or names for NPCs. I have created specifically Norse, Scottish and Roman content to date.


I also recently started playing Panzer Corps, a Panzer General clone, with my brother.

Saturday, January 9, 2016

Musing about Gaming Groups

Back in the 1990s I played with a group of people that I (mostly) didn't know from my own neighborhood or school. That makes sense, because I was an adult by then, but it had never happened before, and hasn't really ever happened again for me. I have relatively few people I play RPGs with now, and only two of them, Mike and Chris*, are new to my life. The others are my wife, my son- when he's on break from college, and my old, best friend Darryl- when he can make it down here, less than once per month. I have given serious consideration to joining an online game, but my own personal anxieties, coupled with my desire to GM and my inexperience with the technology, have kept me from trying so far.

But the group I played with in the first half of the 1990s consisted of (and was started by) a guy named Steve that I had played with a couple of times before, six months or a year before he started this new campaign, a couple of guys he apparently found through the local comic shop, Mike and Marty, both of whom worked at the local nuclear power plants, but not the same one. Jamie, the guy that killed my last campaign with an entire evening's worth of negativity about the concept, who knew Steve from growing up, they were neighbors. I actually met Steve through Jamie**, so it wasn't all bad with him. Danny***, who actually got invited to the game by accident because he shared a first name with someone else that Steve mistook him for on the phone. Lastly, Lance, who was an old friend and D&D buddy of mine from way, way back. Eventually the group lost Steve, who burned out on DMing, although he ultimately came back to play after about 18 months or so, and gained Nikki, who I met in college and brought aboard. Mike left when he had to relocate for work, Marty became the new DM when Steve quit, Jamie got kicked out for a while, by Steve, but we voted him back in when Steve quit. A few other people drifted through the group, but none stuck for more than a session or two.

This group was fun for a long while, the first couple of years anyway. Eventually it devolved into a soap opera of pettiness, for which I take my share of blame, but it was good for a time. Now, I don't take the group's break up as a sign that this formation style of a group is doomed to failure, in fact I'd like to see it happen for me again. I have started with how I found Mike, online, now I just have to find more people that can play as regulars, because I don't think that two players and a GM is a viable long term group strategy. One player and a GM can work (especially for short term play), but it seems less workable with two. There is not, from what I can tell, a large local gaming scene; it seems I moved from one part of the boonies to a slightly more populace part; so how do I find and recruit new players? I have put a small amount of effort into advertising the fact that we are gamers to my daughter's new friends here. A couple have expressed interest in playing D&D, but never more than that, and my daughter doesn't seem to want any of her friends becoming my new gaming buddies. I get that, so I haven't pushed.

Do I need to start DMing online just to scratch my world building itch? Can I find enough people in a rural area to play with? I never wanted for gaming buddies until after the year 2000, but since then my game has been more off than on, and mostly with my wife and kids (and my daughter Ashli's friends, but she's a grown up now, doesn't live nearby and is having trouble filling her game up too) and the odd adult friend (usually Leanne, our best remaining SCA friend, and, sometimes, either Lance or Darryl, they don't play together anymore)





* And Chris has only played once so far, she has even further to drive than Darryl.

** I actually had “re-met” Jamie in 1990. His parents had been involved in Cub Scouts at the same time mine were, our parents remained friends, but Jamie was a couple of years ahead of me in school, we never were in the same circles socially. Danny re-introduced me to Jamie the very night he came over to my house and killed my campaign.


***Danny and I met because his dad and my dad were both active members of the local model railroad club. Oddly, I was in Cub Scouts with both of Danny's older brothers, and both of his parents were involved with scouting at the time, small towns, eh? I hung around over there because Danny was into D&D, and his dad (Big Bill) was also a war gamer (hex and counter and WWII miniatures; HO scale, like his, and my dad's train layouts).  

Friday, January 8, 2016

A New Blog...

A new blog. I almost called it a guy blogging about old school games, but thought the descriptor of my age was better, and the one about what type of games was too limiting. I want to point out that this whole gaming blog is mostly going to be about old school, pen and paper role playing games like Dungeons & Dragons, but certainly not limited to them. I will write about other types of games too, but mostly not computer or console games. I spend a lot of time with computer games, but my tastes run to strategy games there, mostly. I also play the occasional board game, and I used to play a lot of hex-and-counter style wargames (or conflict simulation games, if you prefer).

I don't know how often I will update this blog. I am aiming for once or twice per week, but I've fallen short of that goal in the past.

I like pen-and-paper RPGs. I played a lot of AD&D, 1st and 2nd editions, and I played 3rd edition D&D too. I didn't much care for it. I started gaming back in 1980 or 81 with the Holmes Basic set, and I got kind of set in my ways. I played other RPGs back in the day too, even some not produced by TSR :) These days though, I am mostly about the old school games and their retro-clones. The OSR rekindled my interest in gaming. Previous to discovering the OSR “movement”, I had played some old school AD&D (and some Cyclopedia D&D) with my kids, and I played a lot of computer strategy games. Civilization, Crusader Kings & Panzer General were among my favorites. I have some other games I loved that probably bear mentioning, in no particular order, Avalon Hill's Up Front!, Axis & Allies, Star Fleet Battles, Risk, TSR's Dawn Patrol. So I'll probably mention them, and the other games that I wanted to play a lot of but never got around to for one reason or another, like West End Games' Star Wars RPG, or the Pendragon RPG, the Legend of the Five Rings RPG.

I honestly don't really expect to gather any readership, but it'd be nice I suppose. I am mostly writing to get myself back into the habit again, and I might just as well write about the things that interest me from day to day, and that is my gaming hobby.

Currently I am kicking around an idea, really a riff on an old idea I had back in the early 1990s, for a D&D* campaign. The elevator pitch is basically the Roman Empire meets the Age of Exploration- with magic. I like the fantasy genre, probably because I spent my formative RPG years playing mostly D&D; so “with magic” is almost a given. Oddly, I mostly design low magic type settings for my games. I also like history (and majored in it in college) mostly ancient and medieval (my minor was medieval studies) and anthropology; so I tend towards the D&D standard of creating new settings with cultural paradigms I know, Romans, Vikings, Celts, Mongols, et cetera, then tweak them with new geography, different neighbors (including fantasy races), and, of course, magic.

I did a similar campaign with my buddy Darryl as a co-DM back in the 90s. I actually played with the girl who I married for the first time that day, as Darryl ran the inaugural game session, so that would've been about September of 1990. I remember now because I had the idea for the campaign on the flight home from Gencon that year- the only year I ever went. Darryl ran the first game, it went well, then Jamie came along and sucked the fun out of the idea (for me anyway) by talking about how he wanted to play a ½ Ogre, and how a more “standard” D&D campaign would be more fun for everyone. I now know that he was wrong, but at the time, his relentless multi-hour onslaught on my campaign idea crushed my will to run it. We never played that setting again.

This particular time I am riffing on this idea, I am thinking about just using real world geography maybe, then having an alternate history where the Romans hold the west against the barbarians, then (with the aid of magic) expand until they reach the new world. The new world is going to be full of tribes of savage humanoids, which rather invokes the mind set of the Spanish conquistadors I think. Start in the Caribbean, kind of a “safe” zone, then have them expand out like Cortez or Pizarro. I could use all kinds of things like the fountain of youth, or El Dorado as plot hooks and adventures. Sound cool? I am not really sure what to do with the non-human PC races (Dwarf, Elf, Halfling), although I could bring back my old “Sons of Vulcan” concept (from an earlier version of this campaign idea) where all the Dwarves are actually born to Human mothers, and raised by the priesthood of Vulcan. They are all male too- hence “Sons of Vulcan”. Whether it is an actual divine event that some Humans give birth to Dwarves or is just a magical mutation, who knows? Maybe Elves and Halflings then are simply members of tribes from the new world that have allied themselves with the Roman explorers? Why is the western hemisphere full of humanoids? I'd guess some sort of massive magical event “irradiated” that half of the world, and maybe magic exists in the world because of it. Of course, it wouldn't be one of my campaign settings without some sort of chaos rift or other planar manipulation, so that's got to make it in somehow too. My fantasy needs to make sense to me, have it's own internal logic, so I can present the world with some degree of verisimilitude.

OK, enough for today. I have got a cold that's beating me down pretty hard right now, but I wanted to get something started here before we got too deep into the new year.





*Or any other RPG, when I say D&D, it's my mental shorthand for really any RPG, but mostly actually AD&D, 1st edition, or the B/X variant of D&D, but it might mean GURPS or Savage Worlds, you never know. System is mostly unimportant, but I do prefer D&D and it's derived games, simply because I am most comfortable with the rules. Also, I sometimes use footnotes, so any readers should be aware and prepared.