Showing posts with label old school. Show all posts
Showing posts with label old school. Show all posts

Tuesday, May 2, 2023

"Relics of The Dungeon Age"

Note: I'm not going to do session reports on the current ongoing dungeon jobber, though some of this post will seem kind of like its going that direction. As if. But I do want to get into what its about a bit, more or less, to point out some thoughts and ideas in relation to such a campaign. It seems every campaign these days has me getting the privilege of touching upon beloved old school notions, while also exploring new things with the latest edition. Yes, I do believe these things can live together.

So,

One of my "things" as a DM of old school persuasion who is doing a dungeon-as- tentpole campaign is to delay the actual dungeon crawling for several games (at least). There are a lot of reasons for that. Sometimes it's to let the characters settle into the campaign, and maybe go up a level or two. An extreme example would be my Night Below campaign for the old ongoing group back in my home city of Los Angeles almost 10 years ago. It was maybe a 30-session campaign of almost a year, with the characters, when all was said and done, were in the neighborhood of 8th or 9th level (traditionally high levels in my post-teenage years). And the first three or four of those were just bumping around the surface towns and villages getting to the point of being strong enough to go into the Night Below (which I believe counts as a dungeon as much as the old Descent into the Depths was). 

So, a little Roll20 campaign with a handful of my besties. A journey to one of the last remnants of the time of dungeons, or the Dungeon Age as I like to call a time period now mostly past (in my setting and in D&D in general). And I love the title "Relics of The Dungeon Age" because I can kind of see it having multiple meanings. The dungeon itself a relic of a time past. Old relics you actually find in the dungeon. And perhaps the players themselves, wanting to delve into a dungeon, are themselves relics of that age in an analogical sense. 

As a nice change from dealing with often oddball strangers of the Roll20 forums, this is an intimate little campaign with my very closest friends. 

 Best friends. Almost family. There is no more comfortable gaming than with people you have known for a long time, or feel close to for whatever reason. Not "D&D" people, but just some people who sometimes play D&D. That was always my sweet spot, especially in the 90's. Private groups filled with people you already know who want to play. 

So yeah, several games of just travelling south to get to the dungeon. So the deal with the delay is: B &L are new to Roll20, so I thought a series of basic overland and town encounters would kill some time till they were up and running with it. But I also wanted them to be a little higher in level than 1st when they entered the dungeon for reals. Why? I mean, a classic dungeon is just made for, you know, 1st level dudes on the first level. 2nd level on the 2nd level. Rinse and repeat. 

But c'mon. Does it have to be that ginned up for fairness in leveling. Was it ever? Back in the day in the Caves of Chaos you would) fight kobolds and goblins at 1st level?  2) orcs and gnolls at 2nd? 3) ogre and Medusa at 3rd-4th?

OK, CoC really isn't a levelled thing classically. But you know what I mean. 

Naw. I mean, when trying to go full classic every few years with a self-designed magical dungeon, it was fun to go "ok, rats and kobolds on 1st level, the orcish clan on the 2nd, a 3rd level with minor undead, blah blah blah." That is fine for the oldest of old school. But with this edition I think I can stray from the formula. You know, what they consider classic dungeoneering gold on old grognard sites such as Dragonsfoot.


"...AND EVERY THIRD ROOM SHOULD BE
EMPTY AND FULL OF DUST!"

So these guys would eventually enter the dungeon, probably through the entrance that goes to the 1st level, and they shall be around 3rd level when they do. 

So we started the campaign in a rural hillside town in the human shire south of the kingdom proper. Overtown in the shire of Overton. 



A location I have used for decades. I love rustic shires as a break from city games or deep wilderness slogs. Out in nature but still in civilization. 

And just to the south the halfling shire of Bundtland. But Overtown was the furthest south human dominated town. The last before things get all hobbity. With B's young sorcerer Ruvan, and L's wood elf ranger Myrnigan (a gal running a male character...grrrr) a team was forming. 


Ruvan the sorcerer. 


Myrnigan the wood elf

Ruvan is from the sparsely populated Riverlands just east of the shire, and Myringan from the nearby Blackwood Forest; a far cry from the metropolitan wood elf community/city of New Denaria a few days east of the city Tanmoor. These are areas I wanted to develop for a long time. My setting has been built in large part from character backgrounds and birthplaces, and these are two new towns/villages I can put on the map. 

T was not present for the first session. I wanted to do a little work on getting B and L up and running with characters with the nifty Charactermancer, and some character set up. They were knew to Roll20.

With an eventual party of 3, I need a 4th. So in comes the DM NPC, Evador, who is a young cleric of the healing god Billick. She is "a Blue Heart on the Red Path," a cleric of Billick who wished to be an active field cleric for the faith. So she chooses a dangerous mission of a personal nature to complete as sort of a thesis to impress the leadership at the Billick cathedral. She hooks up with Ruvan and Myrnigan during a barfight at the tavern they get swept up in. Evador explains her mission, to go and enter one of the worlds last true mythic dungeons. She asks them to accompany her. 

I have fun with this NPC. She is a former rich party girl from the city, who had a year or two of college then discovered the religion of the healing god Billick. Despite her rich kid rearing, she is taking the religion seriously, but I also have her dealing with physical stats that are not optimal for fighting monsters. I portray her as a tall girl who is a little awkward physically (in the most recent encounter she missed with her mace five times in a row). 


T's (wood elf) character Xanthia, playing tunes as a bard at the tavern, would be there to meet the other characters in the second game. Evador was seeking her out, because Xanthia had been to the dungeon before.

 

..and looked fabulous doing it.


Yeah, my very first little Roll20 campaign where T first ran Xanthia about 3 years ago was to this very dungeon. They got to the second level, and got to mess with its magical pool room, a staple of my mythic dungeons going back to In Search of The Unknown. I thought it would be fun for her to go to The Meadowlands Dungeon again as the sort of mentor about it to the other characters. In the first game she was still 3rd level while the others were 1st. It was a fun dynamic. Both T and I played with the notion of her coming off as the seasoned vet and Defacto leader. 

Off they went, heading south into the halfling shire of Bundtland. I already posted about their encounter with the halfling witch Emerelda, and their starring in a dating game show at her festival.



Fun in the chill halfling shire. Xanthia knew Governess Cymbaline Garlandheels from the previous campaign and ran into her and her entourage at the festival. This time there was to be a party at the estate. After helping out with some giant spider problems in the area, they boogied down (more or less) with local personages and interesting locals. A halfling high society deep dive. Good contacts. And a good way to gain a quick 5 lbs. 



I'd had Cymbaline as the governess of the shire forever. Tall and more slender, I always referred to her as a "Manling," a rare half hobbit half human mix. Be when all is said and done probably just a "Tallfellow."

So the party was swell. Xanthia playing tunes with the band. Myrnigan dancing with the young halfling gals with a crush on him. 

It was cool, but there would be more parties before the dungeon was delved. 


Next: Overdoing it with a DM NPC


 

Sunday, December 25, 2022

"Official" D&D vs "Folk"D&D and the pitfalls of playing with strangers


(this post may qualify as a rant. Take it with a grain of salt)

 I've recently been seeing a bit of this lately, the use of the term "Folk" over the usual "Old School" designation.

"Official" is of course the rules (more or less) as written, while "Folk" is a name for people who rely less on whatever the current editions and settings are, and "do what thou whilst" hodgepodge gaming. I like the word Folk for this. The term "Old School" is getting, well, a little old. 

As a D&D person myself, this is sort of hypocritical I guess, but I find gamers, D&D players especially to often be an odd lot. I suppose I always considered myself Old School, but maybe less so in recent years. When I got hipped to the OSR (sometimes derogatively referred to as the "blOwSR") around 2009 or so, I got involved a bit. I started this blog not long after starting a 10-year group where I ran a variety of genres, but mostly 1st edition. I'd say about 60% of that experience was great, and the rest, well, often when more or less unfulfilling, and often the drizzling shits. I feel this is because it was gaming mostly with strangers. Sometimes weird ones. And I found this to my experience with the modern crop of players, especially gained on Roll20 forums. Maybe chock full of more oddballs than Grognard places like Dragonsfoot. 

Most of my gaming life since I was a teen was about me running campaigns, of various genres, for friends I already had. People who often had no real D&D experience. They came in fresh, and just wanted to enjoy the play without a bunch of expectations. Open minded. In any genre I ran. And these were my most happy gaming years. Dungeons and Dragons, Champions, Call of Cthulhu, Runequest, Traveller. Kind of a bummer that this was 20 years and more ago. 

As a teen I knew that playing at game shops or cons was not for me. So many of the people turned me off. 

So as far as 1st ed D&D was concerned, there was no arguing over rules or rulings, whereas in the groups of strangers that I ran for years later that was often the order of the day. So much of 1st was open to interpretation, it was an easy in for power gamers and rules lawyers to work their shitty magic. People who if you gave in to, would, like classic bullies, feel they could do more of it until you were worn down. They were so proud of how they viewed how things should be run.  It was one reason I treasured doing games like Champions or Call of Cthulhu. The rules were fairly clear. But eventually it would be back to D&D and "D&D People" and their particular peccadillos. It was often hard to feel like these people were friends.

When I moved to a new state it was a chance to sort of renew. I adopted 5th edition and had a couple of decent face to face campaigns, the first one was me being tapped to DM by my current beloved besties B and L. I was happy to more or less be turning my back on my old school roots. But my experiences going mostly online with Roll20 the other year was also decidedly mixed. It was mostly with strangers. Because of this I decided to hew close to the rules, but still, no matter the experience or age range, D&D players still seemed to have particular expectations, rather than just going with the flow of whatever the DM had in mind. 

 So, call them old school or new school, call them official or folk. The only main difference to me is that one wants rules as written, and the other ones want something more creative and distinct. But they still often seem to be odd people (yes, I am very much generalizing) with particular expectations. Such as "I want to run a cyborg minotaur gunslinger!" People under 40 on Roll20 are full of this kind of "hey, look at my cool character!"



But even if I stick with 5th ed, it will soon be a "folk" edition. One DnD is going to change everything. WOTC recently and very blatantly announced that the players are an untapped resource to be monetized, so part of their plan is microtransactions that themselves are well known as the drizzling shits of the video game industry. To play it is no longer the DM's who will need written material. Players will need to create online minis for their characters, and I can see a couple of dozen microtransactions for every aspect of it. Face, hair, clothing, every weapon or piece of armor. The colors. What the cost of this stuff will be is what interests me the most. In the past you could buy some paints for about 10 bucks, and a mini for about 5. Will your online mini cost you 30 bucks? 50?


But that is going in a direction that I am not at all interested in otherwise. 



Mostly it turns me off as there will be a lot more work for DM's, and likely a lot more costly for them. They will need to invest a small fortune in DND Beyond, as will the players. And as usual, you will be dealing with fickle players you often do not know along with the cost and time investments. For me, based on my hit or miss Roll20 experiences with the community at large, will it be worth it?

Nah, I will stick with Roll20 and 5th ed for now. Or maybe just try to get a campaign of Call of Cthulhu or a Superhero thing going. A break from D&D people. I think I am maybe starting to head towards being done doing RPG's with non-friends. I have a campaign of infrequent games I run for my local besties B and L, and my old player Terry, which is just great because it is just like those games of old for my friends. No weird expectations. Just D&D. A D&D game once or twice a month with true friends, with my favorite video games in between (this was a super banner year for video game), is starting to seem just right to me. I'm really kind of fed up dealing with strangers in gaming. 

So yeah, this will now be old school or "folk" gameplay for me. Until WOTC buys up Roll20 and other platforms and it is no longer supported. The time is maybe coming when if you don't want to invest in the official stuff, it will have to go back to face to face tabletop. Somewhere you don't need WOTC or their bullshit. That will be the true Folk RPGing. 

Maybe unfortunate for me, as I still feel I want to be retired from face to face. I have boardgames for that.

YMMV

Cheers











 much of 

Friday, September 16, 2022

Are many (most) RPG content creators struggling with mental illness?

 

Since I sort of abandoned older edition D&D in order to actually find players with ease, I don't spend much time looking at forums or old school blogs. The last few months I have invested most of my game related time trying to improve my knowledge and skill with Roll20. And since most of my online group are Roll20 and 5th ed experts who have had patience with my shortcomings, I've probably improved about 3% or so each session. 

But I do look around what still passes for OSR. Sometimes at things that are informative, and sometimes things that are dumpster fires. So I learn little bits of info on some of the OSR's more, um, unique individuals. But a blog I have looked at here and there the last few months is Tenkar's Tavern, run by former New York policeman Erik Tenkar. Unlike a lot of OSR stuff I peek at, Tenkar doesn't interest me in a "here's an oddball to have a larf at" way. He seems to be more about news. And to a large degree, showcasing bad behavior among the ranks of bad actors who are trying to get paydays from the gaming scene. 

My interest in the old school has for sure waned, but I still have some. So, this seems a place where you can get info on that, and maybe even look at videos here and there on the subject. For instance, I think it was the first place I heard about the whole Satine Phoenix/Jamison Stone fiasco. 

I'm on the Discord for the blog, and it's a rare case where I interact with gamers who are not my players from time to time. I do my best to not "get into it" with anybody. I'm not doing the act in the OSR I was doing over 10 years ago where I was taking a "Howard Stern" approach to things. But something I wrote that I thought was fairly mild got me into it a bit with a regular there who apparently a content creator and is schizophrenic, in their own words. 

Some time ago I saw a bit somewhere that included a blurb by James Raggi, on his Facebook if I recall, where the Lamentations of the Flame Princess creator wondered why anybody would clean their toilet. Sort of "I mean, you shit into it right? Why have it clean?" So I brought it up in the Discord in relation to an upcoming interview with JR, and said he should be questioned about it. 

I have a couple of friends in Berkley who are roommates, and once when I was staying over one weekend, I went to put some leftover Chinese in the microwave, and it was a sight to behold. Gross is the best word. The debris of a couple dozen exploded bowls of soup and marinara was caked and baked into it. Hanging from the ceiling like stalactites.  Long story short, I ate cold Chinese. 

Did I say anything about it? You bet. To this day. "You guys have much younger, cute girlfriends. For that alone would you not clean it from time to time?" It's mostly a joke, but also a WTF? And certainly, they could have cleaned the toidy a bit as well. I don't know that any of it is out of mental illness, but they are folk musicians, so..

I have to admit I have let the john go for a couple weeks, mostly when I knew nobody would be visiting (I don't tolerate drop-bys). I'm not a clean freak by any means, though a little germophobic. So keeping it, or the kitchen sink, or whatevers clean is half my own notion of how I want to live, and half me not wanting anybody to think I'm a fucking slob. On the weekend if I am in town I work the bathroom, the kitchen, and other spots that go to hell very fast. It's just how I want to live. And there weren't always little birdies floating around me like Snow White. I've done it at times I was unhappy as hell. But at some point you just bite the bullet and get off your ass. But in my case, sure, I am probably a little OCD.


And that is where my comment came from. I don't just assume everybody has mental illness. Unless being kind of a slob is automatically a form of mental problem. We want to tag things nowadays, and sometimes it makes sense and sometimes it does not. But clearly here, though mocking for sure, I wasn't thinking I was making fun of somebody who had mental illness and had lost all touch with humanity and could not take 3 minutes to avoid having a cesspool in their home. No more than me giving pals shit for their lack of microwave cleanliness. 

But then, suddenly, anger in a comment thread:

Regular: You're not punching down on the mentally Ill, are you? I turns out people who create imaginary worlds that few people play are likely to have some degree of mental difference.

So here for the first time I heard somebody say the person I was goofing on a bit was mentally ill. I for sure never thought of it that way. Unless just somebody seeming a bit of a slob and an oddball is to be taken as mental illness. But now I'm not so sure. And even more importantly, most DM's create imaginary worlds that few people play. So, am I mentally ill?

Regular: Ho"How many books have you published? How many hours to you spend working in isolation?"

OK, he went on to say that he was schizophrenic, and he was clearly upset. In my defense I never heard about situations that were mentioned, such as Raggi laying naked in the snow lamenting his life. But long and short I apologized if I triggered anything (and Tenkar came in to defuse things a bit) and the conversation moved on to Critical Role or some such. 

Am I lacking empathy as one comment from the guy had claimed? I don't think so, again mental illness was not on my mind when I joked about the toilet. I for sure have empathy in lots of situations where folk are disabled. Mostly physically so. I have an older brother in a wheelchair over a decade. So for sure I relate to things with empathy. I almost got in fights with pricks who I saw parking in handicap spaces. I run to help open doors or get things off the shelf at the supermarket. When my parents got very old, I suddenly was very sympathetic to the elderly. But these are things I can relate to as it affected my family. Hell, my oldest brother was a raging alcoholic at 13 years old. I spent decades watching him struggle with booze and pills. For me personally there were times in my life I maybe should have had some help. As a teen my breakup with my first sweetheart was devastating. It probably affected my relationships the rest of my life in at least some small ways (I avoided marriage like the plague). And in my life my weight has gone up and down. I've always been very active, and when I have an accident or an injury that keep me immobile and out of the gym and off the mountain bike for a time, I start to pork up. But is that a mental or a physical thing? I guess it's all complicated.

One of my favorite sayings is "there but for the grace of god go I." But an even greater quote is by, I think, Abe Lincoln "many times in life I have been driven to my knees by the overwhelming conviction I had nowhere else to go. 

One of my best local friends was in Afghanistan. I knew that a few months ago when he and my other bestie, his wife, came over for boardgame night and I had Squid Games on. The "Red light Green light" segment, where a big crowd of innocent people are helpless shot at when they move and dozens of heads are shown with bullets blasting through them. He muttered "wow, pretty violent." I asked him if it was bothering him. "Yeah." I shut it right off. I still feel bad about it. I remember the year before going to their place one night and making them watch Kickass, one of my favorite movies. It had dozens of heads and faces being blasted to bits (mostly by a little girl). I never noticed it bothered him then. But now I know. He's not a wimp by any means. But he saw action in a fucked-up place. Saw friends gunned down or blown up. It doesn't matter that he goes hunting every year and blows the shit out of deer and whatnot. It bothers him to see people blown to bits. Now I know. Understanding. 

I have empathy. I guess just like me not assuming Raggi's toilet ponderings were just the thoughts of a "weird" dude and not a sign of true trouble, the upset guy with schizophrenia on the Discord just assumed I ran around "punching down" on folk with mental problems. I wasn't, at least not intentionally. Long ago I stopped being in road rage situations. I realized that you never know what somebody is going through. That they might be acting out from a place of desperation. They say depression is anger turned inward. That rings true. That was a long time ago, but it was a great decision. Don't assume. No more fistfights on the roadways. 

I still think joking about somebody not wanting to clean the toilet is fairly mild as far as insults go. A little mockery can be inspirational. Get called fat a lot and you might try to lose weight. I dunno. I can learn new tricks. I was fairly jokey about transgender people most of my life. As a teen I was a Culture Club fan, but then still called Boy George "Thing George." Some years later I saw footage of him publicly fucked up on heroine, and at that point just saw a person in trouble. Perhaps still slightly homophobic (I never wanted anybody to come to harm despite my mild discrimination) later in life, in the couple of years before I left Southern California, I became friends with a transgender neighbor. She was the first person to call me when I moved to a new state to see how I was. It all birthed new perspectives. 

Anyway, the cherry on top is that within an hour or two of the postings, Tenkar went on camera and spoke out on it. 

Mental Health and the OSR - Just How Prevalent Are Mental Challenges in Our Community? - YouTube

Now, you can't attack the message. He's a sincere guy, and it all has merit. Again, I just thought I was joking about a slobby metal head. I've known a few of them. And punk rock was my teens. I've seen lots of horrible toilets in some domiciles, and I never went to depression or mental illness as the cause. 

But as far as so many RPG creators having real mental issues, I don't have to think too deeply for it to start making sense. I think this hobby, especially the older school inhabitants of it, do tend towards things that I thought of as just "weirdo" and it maybe was much further than that. As Tenkar alludes to at one point, there can be degrees of it. And like most thinking people I have had my bad moments. And months. Maybe even years. Like a lot of people. Most people. 

So maybe I can be less "jokey." At least among strangers. There are a lot of oddballs in the OSR, but there often may be more to it. Hell, maybe I'm one of them. 


Sunday, December 26, 2021

Munchkin and Call to Adventure

 So far I've made posts about boardgames I had played the hell out of in the last couple of years. But on Christmas Day I was able to try two games that are new to me. 

With my nearest family members living hours away, and me hating any kind of holiday travel, I was going to stay in town and hopefully see some of the local friends I've managed to make the last couple years.

My besties B & L (a younger couple who kind of adopted me when I had first moved to my new town) came over to spend Christmas afternoon with me and eat slow cooker chili, drink beer, wine, and cider (maybe a little smokey smokey) and play some games. We had a certain window of time; whenever they would drive the half hour to my part of town they would usually come around 4 or 5 and hang till 9. But a powerful winter snow storm was due at some point. A predicted 4 inches. They have a big truck but currently live in a rural part of town that doesn't have priority for snow plowing. So they came around noon and we put the chili cooker on to bubble and settled in quick to try a couple of new games as snowflakes began to slowly accumulate outside.

Munchkin is of course an infamous game that I have wanted to try since impulse buying the deluxe edition a couple months ago. Call to Adventure was given to me by B & L on the Thanksgiving I spent with them and their local friends. Having not heard of it (it never appeared on the Will Wheaton Tabletop show where I was exposed to most games I currently love) I kind of had doubts about it. 


I spent a couple hours Christmas Eve trying to teach myself Call to Adventure. The rules are a wee bit hard to grasp on whole at first, but as soon as you know the basics you wondered why you thought it was complicated. Its not really. Besides the character/story building aspects, things like memorizing what various runes mean seem hard on the surface but in like two minutes you got it. The first game will go slower mostly from trying to correctly pick out the needed runes for your challenges. But after a couple of turns we were in full swing, not having to look up advanced rules until the need came up.


The second game goes much faster (game one was around an hour and a half, the second a bit less than an hour). 



It's a fairly quaint and dare I say maybe a bit elegant game engine. It goes from awkward to intuitive fairly quickly.  You basically start with an origin card (you are a hunter, farmer, merchant, etc), a motivation card (Bound by honor, seeking vengeance, etc) and a destiny card that spells out your final fate and what points you get at the end for various other cards you obtained that relate to the destiny card. 

Runes stand for the usual character traits; strength, dex, con, Widom. You cast runes representing how many of these you have to defeat challenges that get you more cards to expand your story cards. 

The character and story building elements, that you have a lot of control over, promotes role playing and storytelling by default. B & L are not community theater rpg types by a long shot. But they extrapolated their cards into compelling stories. 


What really struck me was the spirituality aspects built into the game. In my late teens and eearly twenties I had a period of exploring many religious, spiritual and occult things. So I was famiar with rune casting. And there is a lot about the relating of various cards here that reminds me a lot of reading tarot. Exploring the artwork imagery to expand upon the card relations even further helps foster the storytelling fun of the game. 


OK, the storm was on. Snow was coming in sideways. But it was not packing significantly. So my pals decided to stick around long enough to get in a game of Munchkin (it was around an hour).



I personally found it clunky at first. Pulling high level monsters you had no chance against, and constantly having to ditch cards. If you have too many you cannot discard. You have to give them to other players. So it seemed there would be a lot of crap cards going back and forth a lot. But very quickly things started tying together so you could use more cards, and as levels were gained the more powerful monsters you could fight. Just like D&D, how about that? 

It is an amusing RPG parody, but I think the game play has to potential to be kinda deep. I didn't think I'd like it much due to the level of the whimsy in the artwork, but the nods to D&D really won me over.


The storm deepened and B and L hit the road. Our exploring these new games was the highlight of my long weekend, and can't wait to play more. New Years weekend?

I need to play both of these games a bit more to have a final verdict, but they made for a fun few hours. A heavy role-playing game and a not so much one. I'll post more in the future about both games and will also try the solo feature Call to Adventure includes. 

Merry Chirstmas and Happy New Year!

Tuesday, February 22, 2011

Love and the Monster Manual





Look at it now, and the first edition of the Monster Manual doesn’t look like much on the outside. Looking at it as an adult, it seems like a 12 year old painted the cover in elementary school art class.

But as a kid in the late 70’s, it was a wonder to behold. After having only the little brown books and various cheapie Judges Guild items, the bold colors of the MM cover really hit you over the head. And showing monsters above and underground told you almost all you needed to know about D&D; fighting beasties in the wilderness and in the dungeon.

And all those monster inside; boy, I must have poured through that book day and night for a year after getting it. For future fanboys like me, the MM was the first gateway drug to Greek Mythos. Hydra, Gorgons, hippogriffs, and all that lot right out of Bulfinch’s. And leave us not mention the Tolkien based stuff, including no less than three types of hobbit!

Man, that first copy of the MM got a lot of use, and still does. I still get a chill looking at the artwork, especially the Trampier stuff.

And one night years later, as a confused and sensitive mid-teen, the Monster Manual got me through my first real hard night. After a brutal dumping by a girlfriend at a Sci Fi con near LAX, I went home that Sunday night and was heartbroken. I could not sleep and had no idea how I would make it through the night.

I had a project in mind before that, which was doing the old Tunnels and Trolls classic Monsters! Monsters! But for 1st edition AD&D. So I broke out the MM and a notebook, and started to work out how each and every intelligent creature in the book could be used as a player character. Assigning of classes and class combinations, bonus and minus to stat blocks, and abilities gained through level progression. To this day it is the most work I have ever done on gaming material in a single sitting. And eventually I got to run that game. One player ran a young Frost Giant, another a Carnivorous ape, and things like that. They took a village apart that session, and the atrocities committed were horrendous. Half that party died when they tried to attack an actual walled city. The hail of arrows put an end to their madness.

And a happy ending too. Me and my ex-girlfriend reconnected for a time not long after that lonely night. There is always hope, but you just gotta get through the pain so you can feel good again. Thanks to the Monster Manual, I got through that dark night of the soul and came out smiling on the other end. Thanks, MM! I’m not sure my heart even has nerve endings anymore, but it’s nice to know you are there if I ever had to stay up all night again simmering in my own juices.

Saturday, July 24, 2010

Alphonse Mucha: non-fantasy fantasy artist





I don’t know art, but I know what I like. Today Google reminded me that it is the birthday of Alponse Maria Mucha, a Czech artist born 150 years ago.

I discovered Mucha not all that long ago. When I have an NPC coming up in my games, especially a female, I tend to do general searches online looking for particulars (young-girl-brown hair-flowing dress, etc.) that match my image of the NPC to show players. Unfortunately, I personally can barely draw the proverbial straight line. So that is how I found his stuff.

Mucha’s most prolific time was in the late 1800’s, and they for sure have that classic time’s style. But what struck me is how lots of his images seemed to be women dressed in a sort of timeless quality. I know some Ren Faire hippy girls who look and dress a lot like some of these ladies from Mucha’s art (give you another idea why I still work Faires and hang in the World folk music scene). And the look of so much of the art fits my vision of parts of my fantasy world, from English derived societies to far flung foreign lands. Queens, princesses, ladies of the court, peasants, gypsies, serving wenches, sorceresses. So many of the drawings could have multiple meanings.

Hey, don’t take my word for it, Bratty! Just Google him, look under images, and fall in love. Let me know what you think.

Tuesday, July 13, 2010

Defining an age: “The Age of Dungeons”

When I first began my long running game world (that is, came up with a name for the land my first dungeon and nearby tavern were located in) that I still use for my ongoing AD&D campaigns, I was around 13 or 14. At that time I was still using White Box, plus had only recently acquired Greyhawk and Blackmoor. Dungeon crawling was still the focus of my games, just like everybody else.

Fast forward around 30 years or so, and I’m still running games in that world, “Acheron” (Yeah, Acheron is the type of name for a world that a kid would come up with alright). But the “time of dungeons” has long past. Some 120 years or so had passed in my game world since those first “tavern n’ a dungeon” games, and the types of adventures had changed.

As my main city, Tanmoor, become more detailed and more adventures took place there, it became the place where most things happened. The city was about to enter a time of Renaissance. Characters went up in level and became famous, hobnobbing with the royalty and other famous personages and NPC’s that were around. There were quests, errands, and sometimes even wars that characters took part in, almost all of it in one way or another connected to Tanmoor and the crown. I didn’t really mean to go the “high adventure” route that newer editions of D&D was shooting for. It’s just that characters being more heroic and epic in scope, beyond dungeon crawls, had become more appealing to me.

In many ways I was running these campaigns like superhero games, with characters swiftly going from 1st level noobs to major, world altering adventurers. As I’ve said before, I think that a combination of girls being in my games in the past, plus my comic book collecting background and love of superhero level antics, led away from the maiming and crippling death dungeons and into a world or more derring-do.

So, as it turns out I’m going to be running a bit of OD&D soon. Not just at the “Minicon” event next month, but it looks like I’ll be getting some practice with it tomorrow night. We need an alternate with Ben still out of town (and the 1st ed. game right now needs it’s resident MU), and Mutant Future is supposed to be for when Terry can’t make it on game night. At the last game Terry and Paul were interested in my tales of good ol’ White Box D&D, so I’m going to try out a session of nice simple “Elmer Fuddist” D&D on them.

Although I really only need a village and a nearby dungeon, I gave some thought to the world this would take place in, and decided to make it Acheron, my long running game world, but set about 200 years in the past of the current time period in games. That would put the new OD&D setting at about 70 years prior to my first Acheron sessions as a kid when I first got D&D. As it turns out, this is pretty perfect. As a kid all we did were dungeons. Nice, nonsensical “mythic underworlds” that PC’s trudged through Fudd-style. So I started to think of a time period when there were more weird dungeons in Acheron. A time when the lands were strewn with them. Money grubbing wannabe adventurers in the lands had their choice of deathtrap dungeons to delve into. That was D&Ding to us when we were kids, so what better time period than the period of my first games?

The current decades are known as a time of great heroes and epic adventures, and I have often described to my players a time period 500-600 years ago that was another epic time, when many of the current gods of my world were still mortal warriors and magic-users. So I decided that the time about 200 years ago was sandwiched in between these more heroic times, and itself was known as “The Age of Dungeons.” Rather than heroic figures, adventurers were more born of a time of greed and lust, when tales of great treasures and glorious magic seeped out of the mythic underworld places. The sons and daughters of farmers, blacksmiths, and even scholars set out with dreams of schlepping out cartloads of gold from the underplaces. Not all of them returned, but enough did to inspire others to delve.

Don’t get me wrong, every now and again in my games there have been and still are weirdo dungeons. They are just rare. Hell, when I started my current group and the current 1st ed Campaign almost two years ago, the whole plan was to get them up a level or two and get them to a dungeon. But, typically, things went to a more epic, politically relevant direction and they ended up in The Night Below setting. Still there. But there are a couple of other dungeons I have that are a permanent fixture In the city of Tanmoor, and will be encountered again no doubt. Both of these city dungeons are based on old Flying Buffalo Tunnels and Trolls solo adventures; Mirror World (a mirror with a dungeon in it), and Naked Doom – not so much a magical dungeon like Mirror World, but a sort of dungeon obstacle course (that you of course start out naked in). But like I said, visits to these places were rare.

Regardless of recent and distant past, I seem to be going through a “dungeon phase” like I haven’t since I was pretty much a kid. I’m gonna ride this pony while I can.

Next: The Economy of the Dungeon Age

Tuesday, March 3, 2009

Alignment: great role-playing device, or pain in the ass?



Although I never really used alignment languages or any of the stranger alignment tropes in my 1st e. AD&D games, it still has been an important part of my scenarios. For me it is a great device to get players role-playing, and this more than anything else is where characters tend to have a great variety of personalities, but each must subscribe to certain parameters of behavior. And really, it is part of what makes D&D what it is.

It seems like a minor thing at first in my games, but a player new to my style is often surprised at how seriously I take it when it become an issue. And it became an issue in my game this weekend.

In a nutshell, a chaotic good bard (not classic D&D bard, but one of my own creation that had more to do with music) moved to finish off an evil female half elf spellcaster whom had been (or at least appeared to be) defeated. She was cut-up and had been stung for a few rounds by a druids summon insect spell, and a young female fighter player character had picked her battered body up in her arms out of pity. The bard (also a half elf) was rabidly trying to run the still body through with his longsword, while the female fighter moved and defended to protect it. The fighter put down the girl, and stood her ground as the bard continued to try and attack the prone figure. The girl (apparently) died, so the situation was rendered moot.

OK, so keep in mind that the enemy was a complete bitch, and a thorn in another player characters side for many years, but the bard didn’t know that. He had never heard of her nor fought her before. He only knew that she was the enemy, and that she was a spellcaster. In my opinion, the character was being played with player knowledge as opposed to true role playing, and that is really one of my pet peeves. I’m always surprised at the shamelessness at which many players do this, but that is probably a subject best left to another post.

So the issue for me is: do I have this chaotic good character make an alignment change to chaotic neutral? I always give one free alignment change in a characters life before they get penalized for it. For me, outside of just trying to kill the character later, the only real punishment would be a forced alignment change.

Also somewhat less under consideration was the characters past actions, which were not exactly laudable. Besides often just seeming like a jerk in general, the bard has seduced young women and ignored them the next day (I think the player’s comment then was “why would I talk to her today, I already screwed her” – nice). OK, not really evil, but we aren’t trying to make him evil just for that, or even for trying to kill a helpless enemy. We are talking about not letting him have the term “good” in his alignment description.

I posed this quandary to a chat thread today, and got a very mixed response. Even since the early days of D&D, everyone had their own idea of what is “good and evil.” It is the same today. Here are some comments:

*…Oh, neutral rather than good in any case...However, I wouldn't say that it warrants an allignment change- yet.You can be a real asshole and still be 'good' as long as you are working to benefit society at large before yourself (well, mostly in any case...)Now if he had succeeded in killing off a helpless target and showed no signs of remorse, switching to alignment to neutral might be in order…*

*…Those poor victimized women in your games... :PHow do they normally handle fallen foes in your game? If that was an orc that had taken a hostage and the PC wanted to kill it after it was knocked out, how would you handle that? In your campaigns, do defeated-but-not-killed enemies tend to stay cowed or do they find a way to get back at PCs later?...*

*…In my experience, when everybody but one player (player and PC) wants to not kill an NPC, and that player (player and PC) decides to try to kill the NPC anyway, and it's not something that's discussed out-of-character or anything first, that player is a fucking asshole and will ruin your campaign. I've had this happen to me TWICE. If I ever see another player try it, they're getting kicked out on the first offense, since I warn at the beginning of the campaign not to do this shit. These have only been strangers I've gamed with that do this shit, and they keep doing it after being told repeatedly before and during the game by the GM and all other players that it's not cool and that they should make characters that don't do that kind of thing…So yes, alignment change at the very least. Even if his character had some kind of knowledge that the others didn't, a good-aligned character (regardless of being chaotic) would explain and reason with his friends before trying to traumatize them by murdering a prisoner in front of them (and possibly fighting them as well.) I'd probably ask the player what his problem is and if he perhaps noticed that he's pissing off other players and the GM…*

*…Alignment change. It doesn't hurt to set high standards for goodness…*

*…I'd warn the player that his bard is on the way toward an alignment shift…*

*…I'd ask the damn player. I mean, seriously. "Do you perhaps want to play a neutral character, or did you simply not think the situation through?" Also, I'd point out that as soon as you decide killing people is acceptable for characters with "good" alignment, whether they're unconscious or not is really just quibbling over details…*

*…This does sound like CN behaviour. But I would always ask the player before doing something like that to them.CG: "Hmm. Guys, this bitch just tried to magic us in the face. If we hadn't knocked her out pretty much by accident we'd have killed her without compunction. What are we going to do with her? We can't stab her where she lies. I say we let her come round, point out how easily we beat the crap out of her and tell her to skip the country."CN: *tries to stab evildoer, is told not to do that* "Hey! She'd do that to us if she had the chance. Are you guys really trying to take her as a slave? Can we even afford to keep a slave? *pause* Oh, you're trying to redeem her, or something. OK, but you have to feed her and clean out her cage."CE: *tries to stab evildoer, is told not to* "OK, no problem, but she *is* a caster and so we probably can't meaningfully take her prisoner without muzzling her. Tell you what, I'll cut her tongue out. We can always have it regrown if we need her to tell us something."

Out of all of the replies, I think this one is the most along the lines of my thinking. If the battle is over, there is the luxury of thinking things out for a minute. If your thought process is “fuck the wait, let me stab this bitch” then you are for sure chaotic, but should the term “good” be majorly applied to you?
For me, and my world, it is hard not to think of acts like putting a helpless enemy to the sword on the battlefield, or later cutting out somebodies tongue, sounds more like things a chaotic evil character would do over somebody who says ”hey man, I may be chaotic, but I’m good!”

I just don't think you can put helpless women to the sword (enemy or not) and have "Good" be in your alignment data.

The majority of players are of the "born to fun, loyal to none" attitude, but just because a lot of players and DM's prefer to have their worlds awash in amorality, you can't sell "good" short. Not black and white good and evil, but I think most of us here know the diff. Just because a society or individual thinks raping little girls and drop-kicking babies off cliffs is an acceptable act (Khmer Rouge thought they were doing good), we still need to have established opposites if we are going to use alignments at all. Players should not choose an alignment lightly.

And when considering it, they should realize they should not think of it in terms of modern politics or something, they should think of it in terms of the tropes of fantasy gaming. You are good, you are evil, or you are in-between. The tweeners should not have evil or good as part of their alignments description.

Thursday, January 8, 2009

Demogorgon is just alright with me











Seeing as I (for some reason) decided to dedicate the name of my gaming blog to this nasty demon lord, I thought it might be appropriate to make him the subject of my very first post. Props to Grognardia for inspiring me to write about a demon lord in the first place. Who would ever think I’d be musing about demons with tentacles and multiple baboon heads? Mother would be so proud.

According to Wikipedia’s non-D&D entry, Demogorgon’s obscure etymology is as follows: The origins of the name Demogorgon are uncertain, partly because the figure itself was of imaginary coinage. Various theories suggest that the name is derived from the Greek words daemon ('spirit' given the Christian connotations of 'demon' in the early Middle Ages)— or, less likely demos ('people')— and Gorgon or gorgos ('grim'). Another, less accepted theory claims that it is derived from a variation of 'demiurge'. The early Christian obsession with Satan and the vivid inhabitants of Hell are of Persian origin, while the magical context in which such imaginings thrive was Egyptian and Syrian.

Back in the day, when I first cracked open my shiny new Monster Manual, the drawings of the demons were what really caught my eye in those first few moments. Sure, the dragons are hellacool, but we had seen dragons a thousand times in our young, over -fantasizing minds. Here, right before my 14 year-old peepers, were the insanely powerful rulers of hell. The refined and royal-looking Azmodeus, the grossly fat and badass Orcus (these two might make a great Odd Couple inspired sitcom. Messy and Chaotic Orcus and neat, clean lawful evil Azzy).

Out of all the demons and devils, however, one stuck out most of all. Overall, Demogorgon has the look of a hitherto undiscovered greek monster – but a monster meaner and more pissed-off looking than any harpy or hippogriff. Sure, a pair of snarling monkey heads, tentacles instead of arms, and lizard feet are going to make you do a double-take, but it’s what you find out after reading that makes you do a spit-take. OK, so he maybe isn’t the most powerful demon, but the first thing the MM tells you is that this guy has a passionate rivalry with Orcus. You don’t fuck with somebody like Orcus unless you are either a badass or insane. Demogorgon is a lot of both.

Let’s take a look at some of his stats and powers, and let’s try to do it through my then immature eyes. Mind you, when I first read these demon/devil entries, my highest level character was around 3rd, and it took 5 or 6 games to get there. I had yet to run my first real game, but I could envision one day pitting this fiend against some higher level heroes (at that point 8th level seemed like an amazing level to reach, and Demo - G would make mincemeat out of a group of 8th levelers).

Demogorgon has the usual Godly stats that make a player cringe and clutch their favorite character close to the chest: -8 A.C., a couple hundred hit points, and high psionic ability You need a plus 2 weapon to hit him, but in almost any campaign with characters high enough to fight Demo-G all characters are probably going to be running around with plus 3’s or better. So no problem there.

Like most demons and devils, Demogorgon has supra genius level intelligence. Wow. That sounds really intelligent. I mean, Wile E. Coyote only had super genius level ability, and he could follow the instructions on all the high-tech Acme shit he bought. Supra was really out there. And how the hell do you portray a monster that smart? Could he never be tricked? Could he outsmart you, Road Runner style, into walking off a cliff or running face first into a wall?

Demo also has 95% magic resistance. WTF? So, hey magic users, don’t even friggin’ bother trying to fight this guy. Toss your items into his treasure pile, disrobe down to your loin cloth, and wait for him to get around to rotting your flesh off with his tentacles.

Demogorgon’s most troubling powers are in his heads. According to later information, these heads are almost always at odds with each other. But when they come together to wipe-out your party, look out. They will hypnotize you, and for one turn you will do what they want (you won’t kill yourself, but you would probably kill your own baby if so ordered), and for another 1-6 turns you will be disposed to doing his bidding like his bestest friend. For 1-3rd level creatures, the usual make-up of a typical army troop, he will hypno 10-100 people. So an average of 50 attackers (your henchmen and followers) are out of the running for a few turns. Hell, they are probably attacking you. Keep in mind this is automatic – only 15th level or higher creatures get a saving throw. All others are attacking their buddies, running away, or scratching and pecking at the ground like chickens. This is probably Demogorgon’s most dangerous ability.

Independently, the heads have pretty nice powers as well. The left one can vamp you like a rob of beguiling, and the right one can drive you insane with it’s gaze causing insanity for 1-6 turns, which isn’t much better than being hypnotized, but at least you will probably just do something random rather than Demo-G’s bidding. Oh, you get a break in that you get saves vs. magic against the individual heads as well. Hooray.

Demogorgon’s powers are rounded out by the usual “spell-like” powers most deity types tend to have: polymorph self and others, illusionary powers, clairaudience and clairvoyance (the one-two punch of godlings).

Demogorgon may not be compelling enough to base an entire campaign upon, but certainly his presence could be strongly felt in a dungeon setting. I’d love to run an “evils” campaign one day, and having Demo be a benefactor would be a great way to get a well-painted figure of him out on the gameboard, without slaughtering half a high level party. I just need to get a minature of him, and do a half way decent paint job on him.

Hey, how about this party of evils gets caught in the middle of Demogorgon and Orcus’ war on each other? Hmm. I’d better get figures for both.