Showing posts with label Game Philosophy. Show all posts
Showing posts with label Game Philosophy. Show all posts

Monday, May 28, 2012

Introduction to Wizards Mutants Laser Pistols


[If you've already purchased your copy of WMLP #1, you'll recognize the text below as the introduction.  I thought it might be a good idea to post it here, so that those who might miss the first issue (you know, if they come along in a year's time or something) will still have a vague idea of the philosophy behind what we're doing.]  

When I was twelve I got a job working at the Cypress Swap Meet.  It was, and is, a sprawling grid of booths and stalls hocking everything from auto floor mats to handtools to used clothing.  The front half of it was occupied by your average commercial stalls, each with a particular theme.  Well towards the back, however, was where things got really interesting.  These were the cheap spots.  The merchants in the back lot dealt in all manner of junk, obtained from abandoned storage units, estate sales, and most likely, a few rubbish bins.  There was a constant turn over of every conceivable item—undergarments, double-knit polyester shirts, autographed photos of barely celebrities, etc. ad infinitum.  Valuable items next to what was basically trash; Plato lying out under the sun next to Dianetics.  It was disorganized and junky, but it was also where the magic happened.  You always had a sense that if you just looked hard enough, you could find almost anything in that crazy mix.

It was in a stall in the back that I first encountered the comic reprints of the old pulp horror and fantasy stories.  And after rummaging around in boxes week after week, finally came upon a strange game book emblazoned with a lady wizard and a warrior with a crazy helmet.  I looked at it again and again, and finally bought it.  I’d heard of D&D, of course—this was a bit after the fad stage—but I’d never played it.  Something in the images, though, struck a chord deep within me and I read it over and over, struggling to understand the concepts.  (Here is where the story gets sad, but don’t choke up over me, friend)  I spent the next couple years dreaming about D&D, of strange monsters and dark chambers, and sneaky thieves stealing treasure.  But I didn’t find anyone with whom to play.  My younger cousin tried his best, but was too little really to get into it.  My friends preferred video games and who knows what else.  It was frustrating, but it led to a time of ferment that was very important.  I owned only Mr. Moldvay’s basic book, nothing else.  But the openness led me to feel that all could be included.  Perhaps the environment in which I found D&D even helped to cement this vision, for among the piles of random used pots and pans, Atari cartridges and pulp sci-fi books, I dreamed of adventures where my hopelessly fragile footpad explored martian caves and befriended ninja turtles and Thundarr the Barbarian.  My love of the random assortment solidified, because that was where the magic happened.  Random disjointed elements integrated, becoming something new and cohesive, still dripping with weirdness as it crawled forth from its protoplasmic vat.

Eventually, I found others who knew D&D and played often, and I entered into some great friendships and played in many strange campaigns.  Years passed, and again as an adult I discovered the joy of Mr. Moldvay’s edition of the greatest game ever made.  I even found that a fantastic clone of it was available for free online, thanks to the generosity and labor of Dan Proctor (Labyrinth Lord!).  New friends joined me around the table and again we explored twisted ruins inhabited by weirdness that was decades in the making. 

Wizards Mutants Laser Pistols is a zine that belongs on a blanket at the back end of the Cypress Swap Meet, among the He-Man action figures and Snorks videos.  It will be weird and quirky, mixed up and cross-genred, but with the help of my awesome contributors, I hope it will be a place for the magic to happen again.

Alex Fotinakes

Saturday, February 25, 2012

20 Quick Questions

...Edited for new helmet pic, as I discovered another 20 responder with the exact same Otus image--how gauche of me!


(Haven't posted in a while...must use crutch to get back into the game...)


I've been very interested to read the responses to Brendan's 20 quick questions, as houserules and rulings are always cool to hear about.  So, here are my replies:


1. Ability scores generation method?
             3d6, distribute as you will.  However, it should be noted that I don't use negative modifiers from ability scores, only positives.


2. How are death and dying handled?
            PCs die when they reach below their level in negative HP (e.g. a 4th level fighter dies when he gets to -5 HP).  Wounds can be bound after a battle (+d3 HP).

3. What about raising the dead?
            Getting someone resurrected is such a monumental pain in the butt that it either becomes a great story in and of itself, or the player decides to just roll up a new character and save himself the trouble.

4. How are replacement PCs handled?
            I let them play one of the NPCs or roll up a character 1-2 levels lower than the lowest PC.

5. Initiative: individual, group, or something else?
            Group initiative with d6.  We have two huge rubber foam d6's, one neon orange, the other neon pink.  I love doing the roll off to see who goes first!

6. Are there critical hits and fumbles? How do they work?
            Natty 20 gets double damage rolled or full damage, choose before you roll.  Nat 1 means you lost your weapon and need to spend a round retrieving it.  I should really make up a table of worse things for the critical fumble (stab friend in butt, anger the god of war with your incompetence, etc.).

7. Do I get any benefits for wearing a helmet?
           You probably look cooler, especially if it's some sweet Otus helmet.


8. Can I hurt my friends if I fire into melee or do something similarly silly?
            Hells yes!  Though I will usually warn the shooter ahead of time that the shot looks like it might be dangerous.

9. Will we need to run from some encounters?
            Only if you want to live...

10.          Level-draining monsters: yes or no?
          Yes, but only occasionally.

11.           Are there going to be cases where a failed save results in PC death?
            Yes, but again, only occasionally.  Most often death occurs due to failing to run, not checking for traps, deciding that this NPC is too big for his britches, etc.

12.          How strictly are encumbrance & resources tracked?
          Not strictly at all.  I find it tedious, so I just cut them off at a certain point.

13.          What's required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time?
           You must wait for down time, but don't need to do any training.  Spells don't come naturally and are not usually shared.  They are one of the main forms of treasure, actually.

14.          What do I get experience for? 
            Killing, looting, playing your character even if it might get him killed, accomplishing something difficult that didn't involve getting loot or killing, whatever else I feel like giving xp for.

15.          How are traps located? Description, dice rolling, or some combination?
            Combo!  You have to describe what you're doing and then I roll, with bonuses or negatives depending on how plausible your description sounds.

16.          Are retainers encouraged and how does morale work?
            Not encouraged, necessarily, but my players know their way around a meatshield.  Morale is only used in battle, but is highly dependent on treatment.  Meatshields and retainers will often negotiate on the spot for more cash or rewards when they're asked to do something very dangerous.

17.          How do I identify magic items?
           Use it or take it to a shaman, cleric, witch doctor, elder, et al.

18.          Can I buy magic items? Oh, come on: how about just potions?
            Maybe a potion, but it won't be a regular healing potion, it'll have side effects like making your hair fall out or bony protrusions grow out of your back.

19.          Can I create magic items? When and how?
            No one's ever tried to create a magic item, so I don't know.  I use Holmes' rule for Magic-Users making scrolls.

20.    What about splitting the party?
         My players never split up, but they could if they wanted.  Go ahead.  Try it.  :)

Monday, July 25, 2011

Dungeon Master Impartiality - Players, please read!

I'm really glad somebody else explained this: DM Impartiality.

[...trying really hard not to write a bunch of ideas here that would just muddy the waters...]

Excellent post, Al.

Saturday, March 12, 2011

Megadungeon Design: Honeycomb Hideouts

I've been fascinated with Megadungeons for a long time, reading all the great blog posts and forum threads on this adventure-site/play-style/philosophy and mulling over all the possibilities.  I have a megadungeon placed on the Lost Continent, in fact.  The party adventured there quite a bit and it was pretty rad, even.  But we've also encountered a sticky issue.

My players are not that excited about exploring just for the sake of exploring.

They like to have particular reasons for going into some deathtrap, for one thing.  They take their roleplaying pretty seriously--not in terms of making weird voices or wearing costumes, but in regards to making decisions in-character rather than as a player.  By that I mean, Brian wants to be able to come up with some reason why Shaan (a deadly, but soft-hearted, bounty hunter) would want to wander down into a dark place where demons eat kittens and wait for larger meals.  He doesn't need much reason, mind you, but something either he creates or I create.

One easy fix for this is the utilitastic Megadungeon Missions Table by Al over on Beyond the Black Gate.  I've used this several times to generate a seed for an adventure.  I'm lucky that my players follow hooks like a googler follows hot elven chicks.

So, partly in response to the style of adventuring we do, and partly because of how I like to draw maps, I'm experimenting with a new type of megadungeon: the honeycomb hideout.  This might not be new to others, but it's different than what I've done before.  Basically, it's a megadungeon made of numerous interconnected mini-dungeons.

Lo, verily I say unto thee...scanned, badly drawn dungeon maps will follow.