Saturday, June 18, 2011

Something is weird on blogger...

The "Stats" section of my dashboard reports that I had 475 pageviews yesterday, and similarly high numbers for the past week or two.  Now, while that would be kind of cool, it's just not realistic.  I mean, very unrealistic.  Is anyone else experiencing this? 

Thursday, June 9, 2011

Den of the Thief Kings: Prop Room

Last night we concluded an adventure where the party was tasked with mapping out a newly discovered complex below the city of Pentastadion.  The entryway was through an iron door hidden in the cellar of an abandoned brewery.  After descending a winding stairway, the party found itself exploring the Den of the Thief Kings.

Though not unusually creative in its design, one simple room turned out to be lots of fun (for both Labyrinth Lord and players, I think!):


Prop Room.   A thick burgundy curtain covers the walls of this room, but more importantly it is filled with a multitude of wardrobes and chests.  Each wardrobe and chest contains various costumes and clothing, jewelry and accessories, mostly of low quality but accurate appearance.  They are ratty and moth-eaten, for the most part, and have no value.  At the far end of the room is a large polished metal mirror in triptych, with a platform to stand on and a series of handles hanging by chains from above.  If the handles are pulled while a character is standing on the platform, a random effect is generated:


Roll d6
Effect
1
Skin changes color.
2
Hair style changed.
3
Random facial hair.
4
Gains/loses d4 x 10 pounds.
5
Grows/Shrinks d6 inches.
6
Eyes change color.


The room was used several centuries ago by thieves on the lam.  One quick stop in prop room gave them a disguise with an added twist: a permanent change of appearance.

One of the players tested it out and immediately gained 30 pounds.  He then laughingly tried again--Fu Manchu facial hair! We determined also that one of the NPCs would be goading into trying it also.  An already large warrior, Bellor Ruthenia instantly grew another 4 inches taller.  Russian accented complaints about trying to [Yakov Smirnoff's voice]"fit into peasant bed already big hassle!" ensued.

Good times.

(By the way, there is a hilarious table of Random Facial Hair in one of the issues of Fight On!, written by Jeff Rients, I believe.  I can't remember which, though.  Anyway, this room would put it to excellent use.)

Tuesday, May 3, 2011

Under Pentastadion

To Itchy and Tune,

Here's a little map I put together from what I knows and what my buddy Treddo's herd.  I thot you guys could use the help and you've always been big tippers.  Let me know if you guys ever wanna hear some more stories about all those twisty places under Pentastadion.

Thog


(Thanks to Dyson for the map making lessons he's posted!)

Monday, April 4, 2011

Robotic Arm and Plexiglass Skull Flap

This is what I randomly rolled when one of the party's NPCs got "repaired" by the little tin men in a recent adventure.  They roam the ancient halls of the underworld picking up and repairing discarded life forms (dead or dying people and monsters).  As they are quite ingenious in their use of the scrap material at their disposal, they often provide extremely unique solutions for replacing the original "equipment".  Often they will drug and pick up an adventurer trying to sleep off his injuries, only to place him back where they found him after they finish their work.  Many a dungeon explorer has found himself thus: awakened as if out of a dream, possessing a slinky-like spring where his mangled foot used to be.

Tin Men
(No. 1-3; AC 6; HD 2; ATT 0; Dmg Nil; AL L.)

These 3' tall tin men are made of hollow pipes and have a hollow, cylindrical torso with a hinged door on the front.  If opened, a small, visible wisp of green or blue mist moves rhythmically within.  Of mysterious origins, they wander the halls of the underworld, seeking "broken" lifeforms to "fix." They will readily help any creature they encounter, regardless of alignment.


Random Repairs (d10)
1. Robotic Arm
2. Clear Fiberglass Breastplate (replaces skin; organs visible)
3. Rubber Tentacle-like Appendage
4. Subcutaneous Metal Plate
5. Wooden Hand (completely wired for movement)
6. Permanent Stone Helment
7. Plexiglass Skull Flap
8. Wooden (workable) Ear
9. Metal/Electronic Forearm that emits Heavy Metal Guitar sound effects once/hour
10. Kaleidascopic Glass Eyeball

The Mysterious Laboratory of the Magi Xoth-ragar

This is coming soon.  We played through it and had a blast, so I'm thinking of posting it up on the blog somehow (this will take some technological fumbling on my part).  Anyone have advice on how to post something that 8 pages or so?

Wednesday, March 16, 2011

Fight On! #11 Available Now



Another issue of my favorite fanzine just came out: Fight On! #11.  For those of you who haven't seen an issue yet, it always comes through with a tremendous amount of great inspiration.  I read these issues over and over and frequently have a copy on the table while we game.  Below the links is the table of contents for this issue.

You can buy the print version here:
http://www.lulu.com/product/15149828

and the PDF version here:
http://www.lulu.com/product/15150168

Table of Contents
Level Limits & Monstrous Protagonists (John Vogel) 3
Sylvan Elves (Scott Moberly) 4
Vampire: The Delve (Calithena) 5
Sword Priests of Humakt (Baz Blatt) 7
Ducks, Dragonewts, & Draala (Jason Vasché & Cal) 10
The Barbarian King (Gabor Lux) 14
Knights & Knaves (Kristen Lee Knapp) 25
Have Sword – Will Travel! (James A. Smith) 27
Scrolls Gone Wild! (John Laviolette) 28
Grognard’s Grimoire (Baz Blatt) 29
Tables for Fables (Age of Fable) 30
…and three more: (Jeff Rients) 32
Creepies & Crawlies (Erin “Taichara” Bisson) 34
Caverns of the Sea Hag (David Coleman) 37
Education of a Magic-User (Douglas Cox) 44
Doxy, Urgent Care Cleric (J. Linneman & K. Green) 45
Sir Tendeth (Tim “Sniderman” Snider) 46
Artifacts, Adjuncts, & Oddments (Erol Otus, Jason Sholtis, Jennifer Weigel, & John Hitchens) 52
Cavern Adventuring (Calithena) 54
Of Dungeons Dreaming (Sean Wills) 57
Twelve Free-Standing Tombs (Geoffrey O. Dale) 58
Pernicious Undercroft of Dark Matrimonies (L. Barber) 61
Handy Tables for Hexcrawling (Alexey Fotinakes) 63
On Fantasy Chronography (Del Beaudry) 67
Heroquests (Steve Marsh and Calithena) 70
The Darkness Beneath (Matthew Riedel) 72
Bust-up at the Moon and Parrot (Baz Blatt) 81
Doomquest (Scott LeMien) 86

Tuesday, March 15, 2011

No Labyrinth Lord Tonight

Instead I'm writing up clinical progress notes.  I feel like the kid in front.

Monday, March 14, 2011

Megadungeon Design: Mega-Mini-dungeons

Okay, here's an example of what I was talking about the other day: a megadungeon made up of lots of minidungeons.  The difference, for me, is that my normal megadungeon would have lots of long corridors and generally intersecting areas.  Nasty monsters would lair in a certain area, of course, but there wouldn't be as many areas that were structurally distinct.

On the map below, there are basically three mini-dungeons that articulate at certain points.  This reflects the fact that they are all on the first level below the sewers of an ancient city on the Lost Continent.  Over a couple thousand years (or 10), many cults, government agencies, guilds, etc. have carved out their own areas, often using an abandoned area as an entryway.

In meta-gaming terms, my players can explore a certain area and end with what we have started to consider the perfect mixed emotion: the feeling that you found a new area and explored it's eldritch secrets, while also realizing that the dungeon is far larger and stranger than you could imagine, and that there're still countless hidden hallways and forgotten chambers deep below.

Anywhoo, as I mentioned before, I'm sure this is not new to some.  It represents a nice insight for me, however, in that it's one of the best types of knowledge: those that come from actual play experience and communal realization.

Here's a crappy map:

Sunday, March 13, 2011

For those who are wondering...Classic D&D and Labyrinth Lord

I've recently noticed that I get quite a bit more traffic on this page than I would expect.  And I suppose it's because I talk about D&D and lots of people my age are searching the internet to see what's become of their estranged friend, old-school D&D. 

So for those interested in Old School D&D, I recommend a clone that you can download free as a PDF.  It's called Labyrinth Lord and is an excellent emulation of the 1981 version of D&D edited by Tom Moldvay.  The one that looks like this:

You should get back into gaming!  Remember how simple and fun it was?  It still is.
Get Labyrinth Lord free here: 1981 D&D!

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.

Tuesday, March 8, 2011

Under Qatar: The Eldritch Vault


"You know the door to Hades is in my cellar, right?"

The old man laughed recklessly, wheezing between each breath in a way that made my lungs ache.  He feigned humor, but in his eyes I could read the nervousness.

"Lo, I've been down there but three times.  Once as a child, jess lookin' at the big door.  Agin as a young man, fightin that curiousness until the pee ran down my leg warm and full. Hehehee.  The last time, though, I leaned real close...and damned if that door didn't bulge out, all creakin' and warpin'.  Like it was dying to open for me.  Beggin' to have me come within..."

Saturday, March 5, 2011

Qatar, the Whispering City

Just at the edge of the Great Desert squats a strange city built around an oasis.  The water is hardly more than a large mud puddle, and sandstorms turn the sunlight into an odd purplish glow upon the sickly clay dwellings.  But desert dwellers flock there nonetheless, for there is black cacti growing all around the Whispering City.  The visions gained from the powdered cacti's use are very popular among the empty headed as well as the greatest of magi.  In fact, people have flocked to the site for centuries, a fact attested to by the layers of ruins upon which the city is built.

Thursday, March 3, 2011

Billy Ocean Pelvic Thrusts into my Gaming Session

So another session of the Lost Continent was kicked off with an amazing video, brought to us by our host Brian (the player behind the bounty hunter Shaan Solo).

You'll love this one from the moment that Billy Ocean turns into a 4-sided die in the first 20 seconds of the video.  For fun, try to count the number of pelvic thrusts he busts out.  I get the distinct impression that somebody just said, "Look Billy, put this vest on and sing the song; we'll take care of the rest."

http://www.youtube.com/watch?v=FdXryyFw7No

Friday, February 25, 2011

Blog Update! "Playing D&D with Special Ed Service Providers"

Dang, I got smacked with some creativity today!  Not only did I draw a dungeon, but I also thought up a totally original new "look" for my blog!  (Now I just need actually to write some worthwhile posts...)













No, but seriously...Did you read his post on D&D as an example of the picaresque novel?  The man is like a freaking D&D scientist.  Loved it.

Thursday, February 10, 2011

Hall of the Fallen: Arthur the Fighter

And so passes into legend Arthur the Fighter:

Bold and eager for Adventure, Arthur climbed the dizzying heights to the Keep on the Borderlands.  He impressed the Castellan immediately when he interrupted his conversation with the Captain to offer the services of a trained warrior (and rolled a really good reaction roll).  Just at that moment the Castellan had been describing the foul hooligans who had lately been entering the keep, looking only to quaff ale in the tavern and lounge in the common room.  "Where shall I find a man stout of heart and eager to quench his thirst for renown by slaying dark creatures?", he asked.

"I'm down", replied the hero.

The hero thus ventured forth into the black caves of chaos, in search of goblin heads (worth 5 gp a piece) and a lost expedition in need of resupply.  He found them and mounted a successful attack against a group of guards.  But alas, the second contingent they encountered (he and his retinue of uncoordinated torch bearers) was much craftier, summoning forth with a sack of ill-gotten gold the furious Ogre.  Spears flew, goblins screamed, torchbearers cried, and blood flowed.  The dirty goblins died or fled, but still the Ogre pressed on, receiving blows but dropping meatshields, nonetheless.  Finally, when hope seemed to return, the cruel Ogre rolled a natural 20 and his knobby club showed Arthur the way to Valhalla.

May he rest in peace.

Saturday, January 22, 2011

Some Awesome in Your Face

Each time we play Labyrinth Lord, our host likes to treat us to a little something to get the flow going (and not just beer).  One night it was the intro to Zombie Land, an exquisite montage of hilarious doom, knit together with the quilt of awesomeness that is "For Whom the Bell Tolls" by Metallica.

I thought I'd share the video he used to get us pumped last Thursday.  Plug it into your speakers, for heavens sake!

http://www.youtube.com/watch?v=C9mo7rFWLbY

Thursday, December 23, 2010

Random Creativity?

I've been trying to harness some awesome inspiration I recently acquired and have come to an interesting observation (at least to me).

Normally, I enjoy rolling on random tables and rolling up stats randomly.  I like this as a first step, because it often fires up my imagination once I start seeing the stats or looking at the raw data.  An excellent example of this is James Raggi's Random Esoteric Creature Generator.  A few rolls on these tables and an awesomely grotesque--and completely unique--creature is staring back at me from inside my mind.  Character creation is much the same way.  Perhaps my only real reason for liking "3d6 in order" is that it instantly throws into my mind at least one image of a character.  It feels like that character already exists, in fact, that the numbers already existed and were somehow channeled onto the character sheet from some PC-Limbo where my new dungeon delver was waiting.

What I find funny, however, is that I'm much less competent at looking at the raw and finding the story in it when it comes to dungeon maps.  Other maps?  No problem.  But for some reason, I've found that drawing the dungeon first doesn't really fire my imagination.  I end up with lame maps full of squares.  On the other hand, coming up with a story, or even just a cool title, almost always helps me make a much cooler dungeon, full of secret passageways, magical portals, pits of ooze, etc.

So how do other people handle this? Which comes first for you, when creating a dungeon or other adventure.

Wednesday, December 1, 2010

Prototype Model of the Mashup Machine

Roll
Setting 2d6
Weapon/Tech d6
d6
Special Guests
1
***
Lasers and Landspeeders
Drug Running…
Aliens
2
Medieval Europe
Swords and Horses
Rave Organizing…
Zombies
3
Starship
Clubs and Dinosaurs
Alchemically Enhanced…
Vampires
4
Medieval Persia
Sixguns and Wagons
Politically Conservative…
Ninjas
5
Ancient Persia
Steam Engines and Railguns
Regicidal…
Pirates
6
Ancient Mesoamerica
Magical Weapons and Transport
Overly affectionate…
Snorks
7
Planet Zorgon



8
Old West



9
Post-Apocalyptic L.A.



10
1930's Chicago



11
Ancient Greece



12
Deepest Africa 1700





First try: Post-apocalyptic+Swords and Horses+Drug Running+Snorks

“…on horseback, armed only with the swords you found in the mall knife shop, you must stand up to furious drug-running Snorks in Post-apocalyptic Los Angeles.”

Tuesday, November 30, 2010

Genre Mashing in Labyrinth Lord

I've been encouraging my players to give me some ideas of the types of things they'd like to see on the Lost Continent.  This is not for immediate use, mind you, but rather idea seeds that I can plant in far away places so they'll be nice and grown-in when the characters find them.  The LC is, after all, supposed to be huge and magical--so lots of variation was already on the table.  That's why I didn't bat an eye when Shawn Solo's player asked, "How about an old west town?"  We riffed on that for awhile, thinking of how that could be done cohesively.  We came up with some neat ideas and I'm looking forward to playing with it some more.  He'll be pumped when he finally comes across said town, all filled out and "real" in his character's eyes.

The process of thinking it out was fun, and got me thinking of the different styles of genre mash-up.  When introducing another genre, you really have a whole continuum of cohesion levels, from straight-up "the Enterprise just landed next to your castle" to "Elves are really aliens from another planet who passed magically through portals to this world, bringing higher technology."  In other words, the elements of the new genre can be dumped in without any eye for cohesion, or they can be "translated", so to speak, into your world's style/feel/mood.  Mash-ups on either end could be fun, I'm sure, but I find myself gravitating much more toward the heavily translated end of the continuum.  I want my old west town to seem like an old west town, but also not stick out too much from the other locales.  How is that done?

In the next few days I'll be working on it a bit.  We'll see what comes of it.

Saturday, November 27, 2010

Swords and Wizardry: Is this rad?






I must admit, I've been ogling this from afar.  I also downloaded the free rules but haven't been able to read through them all yet.  Part of the appeal, for sure, is the appearance, but part is the promise of, perhaps, even greater simplicity of mechanics.  I have been a huge fan of Labyrinth Lord Core since I found it, and doubt that I will stray from using it.  Moldvay is way too ingrained in my mind to easily shift away.  I almost think that OD&D or one of the close systems like S&W might make that shift harder, because much would be similar and it would be more difficult to remember what exactly IS different.  But what of the one universal saving throw?  And other peculiarities of S&W?  Anyone have an opinion on those?

In actual play, I doubt there would be much difference, really, between S&W and my modified Labyrinth Lord Core.  Perhaps I'm just jonesin' for that boxed set. :) 

Sunday, November 21, 2010

Tables for Wilderness Travel (as discussed below)

Wilderness Encounters for 3-mile Hex Travel

Finding the stuff that’s in a hex is based on how fast you are moving through it.  The tables below are based on unencumbered daily travel rates for 3-mile-wide hexes in the Untamed Lands region of the Lost Continent.  (The Untamed Lands have few roads and the wilderness is quite thick, thus full speed travel by foot is approximately 3/4 normal daily movement.)

Full Speed on Horseback – 12 hexes (2d6)

2
 Discover landmark, special features of land, and general terrain.
3-6
 Discover special features of land and general terrain.
7-12
 Discover only the general terrain.


Full Speed Travel on Foot – 6 hexes (1d6)

1
 Discover landmark, special features of land, and general terrain.
2-3
 Discover special features of land and general terrain.
4-6
 Discover only the general terrain.


Half Speed Travel on Foot – 3 hexes (1d6)

1-2
 Discover landmark, special features of land, and general terrain.
3-5
 Discover special features of land and general terrain.
6
 Discover only the general terrain.


Searching on Foot – 1 hex (1d6)

1-4
 Discover landmark, special features of land, and general terrain.
5-6
 Discover special features of land and general terrain.
-
 Discover only the general terrain.

Saturday, November 20, 2010

Maps, Overland Travel and Finding the Cool Stuff


I've been fooling around with different ideas on how to run the wilderness parts of my campaign.  I have a pretty big sandbox map (23x28 3-mile hexes) and wanted to add interesting things into each of them, as a 3x3 mile hex is approximately the size of my hometown!  I don’t think I was really wrapping my head around the size of my map until I google mapped an area that is commensurate in size.  Instead of being the size of North Orange County, for instance, one side of the map to the other is the same distance as my workplace to San Diego!  That’s two hours hauling ass in the car!  Then I realized that one hex is approximately the size of my hometown and, as there are at least a couple interesting things in that place, each of my hexes should have at least one cool thing in it. 

So, characteristically, I dove right into filling my hexes with rad things, without taking into account that there are…

…644 hexes on that da** map.

So I pondered this in my tiny brain for a moment, and came up with a plan.  I decided to create a whole bunch of cool things like tribes of intelligent, vampiric rabbits and triceratops birthing grounds and keep them on a list until the PCs find ‘em.  In theory, there’s still 644 awesome things spread out on the map, but I don’t have to come up with them now, nor do I need to write them out.  The characters, after all, are usually burning horseshoes around the map, trying to get to some location ASAP.  So they’re not likely to run straight into the cool thing on a 3-mile hex.  On the other hand, if they want to slow down, they’ll be more likely to find the interesting caves or ancient alien hot-air balloons.

The trick for me will be probability tables used to determine what the characters find as they travel.  I determined three “layers” of discovery: general terrain, special features of the land, and landmarks.  Passing through a 3-mile wide area, you’re bound to get an idea of the general terrain—whether its forest, desert, swamp, or other.  You may also notice some special features—an oddly shaped hill or deep crevasse.  Finally, if you’re lucky (or unlucky), you’ll discover the special feature of the area—the aforementioned bunny encampment, for instance.  Note that this is supposing the hex is not obviously filled with a massive castle or some other easily apparent monstrosity that blind people could see on a foggy night.

I’ve yet to playtest this, but I think it’s going to do the trick for me.  Am I reinventing the wheel, though?  I know I’m not that well read in newer rule books and honestly don’t remember even being in the wilderness much as a player in my youth.  Perhaps tables like this exist already.  I’d like to see how others do it, too.  How do you handle it?

Friday, November 19, 2010

Forestiere Underground Gardens

Here's a bit of that California underground house I mentioned before.


Everybody loves non-variable damage...

...except for the people getting mad in the comments sections, that is.

Apparently there was a massive discussion over at B/X Blackrazor and another has popped up on Beyond the Black Gate.  I really like the way they deal with 2-handed weapons and shields, too.

I'm thinking I might do away with weapon restrictions, too.

Wednesday, November 17, 2010

Standard Weapon Damage in Labyrinth Lord

As our Labyrinth Lord campaign evolves, I realize that we are really using the "Core" or B/X ruleset much more than the Advanced.  By that, I mean that originally we were going to be playing Advanced with some throwbacks to B/X: Advanced HD for characters, Advanced spell lists, etc.  From the B/X all we were using was race as class, basically.  Now that I look at it, though, we are really playing B/X-Core LL and making up our own additions to it.  The only thing we use from the Advanced companion is the higher HD.

More and more I see myself adding or modifying rules to be closer to OD&D, actually.  Much more is being decided by d6, for example.  Something I've been toying with for a while is switching to Standard Weapon Damage.  Mainly, I must admit, it's because I want some people to use daggers.  Haha.  That sounds stupid when I write it, but it's true.  I think they're cool and I want some dagger-love in my campaign.

Does anyone have experience with Standard Weapon Damage a la OD&D?  Positive experiences?  Negative experiences?

Real-life Underground Complexes

I've been reading recently about a man who built an underground complex on his California desert property.  It got me thinking about how often people have truly built underground complexes throughout history, and why.  Nothing like real-life to give you weird ideas to add to your fantasy world...

Thursday, November 11, 2010

Dungeon to Wilderness, and Dungeon Variety

Returning to the RPGs of my youth has been interesting in a lot of ways.  I've already mentioned how creative collaboration is much better with my 30-something players than we ever had it when I was a kid.  Players create interesting  backstories for their characters that help the campaign, rather than trying to squeeze more power into their characters.  Also, the extra 20+ years of poring over graphic novels, watching movies, reading literature, etc. has meant even more cool ideas bouncing around than we had at age 12.  Some aspects, therefore, are changes for the better.  The only change for the worse, at least that I can see, is the fact that we can only pull off about 1 session a week, max.  Jobs and wives are much more time-consuming than water-polo practice and pre-algebra.

After all these years, however, some things seem to stay just the same.  When we first starting playing back in May, I made a small dungeon: two levels, about twelve rooms total.  There was a bare-bones town that served only to equip the characters, and we paid little attention to the wilderness trip to the dungeon.  Over time, however, and without consciously changing focus, we've naturally progressed through what I think might be the standard stages of fantasy role-playing.

Megadungeons: After the first few adventures, the characters discovered the location of a much larger dungeon, and many subsequent adventures have taken place within it.  These adventures never focus on "clearing" the dungeon, but rather involve exploring parts of it, finding an item, rescuing an old friend imprisoned there, etc.  There's an unspoken understanding that this dungeon has no "bottom floor" really, and there are all manner of monstrous entities and secrets hidden "down deep".

Town/City: After enjoying the megadungeon for awhile (and without discarding it), the players started to feel a little claustraphobic.  They sought out adventure in the towns and cities, and I had to flesh those places out to provide for the greater interest in them.  Much more interaction with NPCs began to occur.

Wilderness: The stage we find ourselves in now is one of wilderness exploration.  As the Labyrinth Lord, I find myself enjoying the creation of wilderness locales and small "mini-dungeons" (great inspirations here) for the characters to find as they wander the forests and jungles.

Now, I'll throw out some disclaimers out right away.  This progression has nothing to do with depth of play or "sophistication".  True, our initial adventures were more shallow, but that had nothing to do with the setting.  It had everything to do with me being, essentially, a brand new DM again.  I was learning how to dungeon master again after a 20-year hiatus.  These settings are phases only insofar as they appear to be the natural progression of discovery.  After bumping around in dungeons for a long time you want to start exploring the wilderness, or a town.  They are not phases in respect to growing out of one and into another.  Each new setting adds richness to the play experience, as far as I can tell.  I can see our campaign encompassing all these elements now, and allowing me flexibility to offer wilderness, dungeon, and city/town adventures to my players, and they have the flexibility to choose whatever they feel like at the time.  Additionally, I'd be willing to bet there are several other settings and styles of adventures that I haven't discovered yet.  I'm still quite green, no doubt.

It's interesting to see that this progression, with the same order, seems to be the norm.  At least, if you look at B/X or read about the styles of play in the original Greyhawk or Blackmoor campaigns.  Is this a common experience, I wonder, or do some groups pass through wildly different phases during the RPG learning process?

Wednesday, November 10, 2010

Lost Races

Preparing for the next Lost Continent session has been a blast.  One of the major themes on the LC has been the rise and fall of kingdoms and civilizations.  The whole (large map) area that the players have been exploring, for instance, is shot through with buried remnants of the Vesternee kingdom.  This is the same group of people who once visited the characters' homeland and sparked interest in the colonization of the continent.  Upon arrival, the characters' ancestors (the first colonists), found only ruins, however.

In our last session, the party had it's first encounter with the strangely tall, tattooed descendents of the Vesternee, who now reside deep under the city they once built.  This was a climactic moment, for the characters have been collecting information and encountering signs of the Vesternee for a long time, unaware that the descendents live.

Next session will most likely see the party searching for the abandoned stronghold of the dwarves, Duth-Ragar.  On the Lost Continent dwarves are a dwindling race (only several thousand are thought to exist) and they no longer dwell in the heart of the earth, but wander it's surface aimlessly.  Mystery shrouds the history of the dwarves, but perhaps delving into Duth-Ragar will bring some light to it.  Then again, there's always the chance that the characters will go down into the darkness themselves, never to return.

Friday, November 5, 2010

Character Classes and Subtypes in Labyrinth Lord


I recently had my players make back-up characters.  They had a few chuckles at that, and wondered aloud if I was planning on throwing more yellow molds at them, but I reassured them that I just wanted some new characters in case we want to do a parallel campaign or if somebody croaks naturally.

My players are awesome, especially in respect to creating interesting characters and backgrounds for me to pull storylines from, so I presented them with the following inexhaustive list of character subtypes.  The idea is for them to approach their character generation in reverse—rather than picking a class and then trying to trick out the character, come up with the character first and fit it into the class most appropriate.  We’re not talking about modifying the mechanics of the class, really, but more about not being influenced from the get-go by a preconceived notion of the class.  Though I encouraged them to come up with their own “subtype”, I offered them these as examples:

Fighter: Barbarian, Gladiator, Knight, Paladin, Ranger, Soldier, Swashbuckler.

Cleric: Priest, Witchhunter, Shaman, Druid, Witch, Warlock, Avatar.

Magic-User: Wizard, Sage, Sorcerer, Illusionist, Summoner, Alchemist, Soothsayer.

Thief: Bandit, Burglar, Scout, Ninja, Bounty Hunter, Treasure Hunter.

The subtype chosen mostly affects the way they would equip, clothe, and roleplay a character, but some subtypes would also involve modifying the class mechanics a bit.  I don’t do multi-classing, because I think it’s sort of unrealistic and clumsy.  I think each class requires one’s full attention.  Therefore, if you’re a fighter/thief, something is going to suffer; you don’t have time in life to dedicate yourself completely to thieving skills and lifestyle and extensive combat skills and training.  And I don’t really buy the “it just takes a bit longer to progress” mechanic.  If you want to be a fighter/thief in our campaign, you need to work out a mechanic and storyline in which you will have some skills of each class.  For example, the bounty hunter (or treasure hunter, for that matter) takes his base abilities from the thief class, but is a bit more rough and tumble by necessity.  Therefore, he loses Pick Pockets, Hear Noises, Climb Walls, and Hide in Shadows, but gains a fighter’s combat matrix and d6 for HD.  This way he has something of both classes, but not all.  (In our campaign there are also “fighting styles” that only pure Fighters can specialize in.)

So far, this house rule system is working pretty well, but I realize there are many ways to skin this cat.  We’ll keep fooling with it, I’m sure.  In the meantime, however, the players chose to make a Druid (mostly according the LL Advanced Edition) and a Ranger (lost fighting style specialty in return for some outdoorsy skills).

Tuesday, November 2, 2010

No Labyrinth Lord Tonight

Well, I'm bummed, I must say.  Tonight we had to pull a raincheck on our Lost Continent session.  I'm not completely saddened, however, as I'm looking at the very bright side of things.  That is, the thing that makes scheduling sessions difficult is that I play with adult friends.  When I was a kid, we never cancelled cuz we didn't have crap-else to do.  Now we have wives and jobs and such--quite demanding jobs, at times.  But we also have adult minds, mature and full of 30+ years of interesting ideas.  We're much more capable, I've learned, of developing a deep and awesome story.  We're better at role-playing, in short.  So the trade-off is okay.  I can deal with postponed plans, especially when I know that we'll be getting together soon and the magic will start flowing again.

Monday, November 1, 2010

World Creation: The Lost Continent

I've been having a lot of fun lately with the Lost Continent.  Playing in it is awesome, but almost as awesome has been creating new countries, histories, etc.  I'm trying to tow the line between "having fun creating" and "over-creating to the point of noting every leaf shape and driving yourself freakin' crazy."  So I'm leaving some pretty large blank spots on the map, for sure, and I made the map a heck of a lot larger, to boot.

One reason I've been having so much fun is because I've been reading (get ready for an embarrassing confession) Robert E. Howard's Conan tales for the FIRST time!  I know, and I call myself an old-school gamer.  I have an excuse, though.  Check it: as I've mentioned before, I started gaming around 1989.  Why is this a good excuse?  Because in 1989 poor kids still bought used copies of Moldvay Basic at the swap meet for their first gaming experience, but the library was full of "AD&D" fiction.  Translation: I played old school D&D rules but was inundated with new school crap fiction.

Perhaps that's too harsh a judgment.  After all, I very much enjoyed Flint the King and the Dragonlance Chronicles.  But these were definitely post-D&D stories.  That is, the original stories in Appendix N inspired D&D in the beginning.  But then TSR pumped out a lot of Gary's stuff (heavily focused on Medieval Europe) and people played it and loved it and wrote new stories.  But these new stories were just Gary's world recycled.  This second generation of fiction was like inbred hemophiliac literature--still noble, but weak and uninspiring.  I just didn't know any better at the time.

But now!  Oh, sheesh, now I'm mainlining the real deal!  One paragraph of Howard is enough to set you on fire for a long time.  I'm tempted to just build up a library of the good old pulpy stuff and SLOWLY feast on it.  I say slowly because it is SO rich that you can savor this stuff for a long time.

So back to world-building.  I've decided that, since the Lost Continent is an immense place, there is room for everything.  The little niche that the PCs are in right now is somewhat Gygaxian/Medieval, but there is much, much more, out there.  Already I had swerved from rigid AD&D.  Dwarves are a dying race, with only a few hundred living as wanderers in the Untamed Lands of the far East.  No one on the continent has heard of an Elf.  And Halflings are a clever race of childlike people that most humans don't believe exist.  Outside of the Far East, no orcs, goblins, or hobgoblins exist.

It's fun to chop and slice, but I'm being careful, too.  We don't want to lose all our old friends.