20 Questions: How I run D&D

Or how I would if I were to run D&D, which I haven’t been for a while

 

Untimately: 20 Quick Questions: Rules

Here are 20 rules clarifications that are likely to be needed anyways at some point.

  1. Ability scores generation method?
    Roll 3d6, and assign to an attribute; repeat until you’ve run out of attributes.
  2. How are death and dying handled?
    I was doing 0 = dead, but now I’m thinking Trollsmyth’s Death and Dismemberment table
  3. What about raising the dead?
    Absolutely, if you can afford it.
  4. How are replacement PCs handled?
    They just show up, as soon as I can work them in. They start at 1st level.
  5.  Initiative: individual, group, or something else?
    Group, only rolled at the start of the encounter. I’ve never understood why a side would sometimes get two turns in a row. If you have an initiative bonus or penalty you may go before or after the rest of the group.
  6. Are there critical hits and fumbles?
    Yes.
  7. How do they work?
    Currently damage dice are “exploding”; I’m considering switching to Arduin charts, just because.
  8. Do I get any benefits for wearing a helmet?
    You’re penalized by 1 AC if you’re not wearing your helmet.  It should probably be more, but then so should shields.
  9. Can I hurt my friends if I fire into melee or do something similarly silly?
    Absolutely.  Foes are granted cover; if the roll is a miss because of cover, compare the roll to see if it would hit your friend’s AC.
  10. Will we need to run from some encounters, or will we be able to kill everything?
    Not only will you sometimes need to run, you probably should avoid fighting if you can help it.
  11. Level-draining monsters: yes or no?
    Yes, though I can’t recall the last time somebody ran into one.
  12. Are there going to be cases where a failed save results in PC death?
    Absolutely. A better way to look at it is “Are there going to be cases where a PC who would have died gets off because of a succesful save?”
  13. How strictly are encumbrance & resources tracked?
    Not at all. I should probably make people at least make a guestimate given their standard gear, but I don’t.
  14. 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 have to wait for downtime before I even calculate XP.  You need to find or buy new spells.  Training is an optional way of turning gold into XP or higher stats.
  15. What do I get experience for?
    Treasure, killing monsters, minor xp for doing something that amused the GM. XP for treasure is one of those things I think is important in order to reward not fighting everything.
  16. How are traps located? Description, dice rolling, or some combination?
    Description.  Roll the dice as a save if you didn’t describe something that by rights ought to have found it.
  17. Are retainers encouraged and how does morale work?
    Absolutely.  Per the D&D Basic rules (as I remember them) 2d6 vs. morale, when 1st ally dies, and when half the allies are dead. At the GM’s option if something spectacular like a critical happens.
  18. How do I identify magic items?
    Try them.  Or cast Identify, or pay a Wizard back in town to do it.
  19. Can I buy magic items? Oh, come on: how about just potions? Can I create magic items? When and how?
    Of course, if you can afford it.  Potions can be quite reasonable, permanent items cost a lot.  Nobody’s gotten to high enough level to create any magic items except scrolls.
  20. What about splitting the party?
    Be my guest.  Unless you mean overland or in the city, in which case running errands that will get hand-waved is fine, but I encourage the players not to go on separate adventures as a courtesy to each other and to me.

Easiest Gary Gygax Quiz in the World

Since the Hardest Gary Gygax quiz in the World was too hard for me, I decided to make one of my own (update: do the other one first,  if you’re going to; I just looked at it again and this lets slip some of the answers for that):

  1. The first letter of E Gary Gygax’s real first name is?
  2. Along with Dave Arneson, he co-created Dungeons & Dragons. Who is he?
  3. The first D in D&D stands for?
  4. The “mad Arch-Mage’, Zagig Yragerne’s name was inspired by reversing the name of which famous game designer?
  5. Which of the following was not one of the original three D&D classes created by Gygax and Arneson: Fighting Men, Magic Users, Clerics, or Nightsong Infiltrator?
  6. Which of the following games was not created by Gary Gygax: Dungeons & Dragons, Advanced Dungeons & Dragons, Chainmail, Cyborg Commando, Lejendary Adventure, Checkers.
  7. Which famous game designer appeared as himself in an episode of Futurama, along with Nichelle Nichols, and Al Gore?
  8. Gary Gygax was born on which of the following dates: July 27, 1938; February 12, 1809; November 23, 1992.
  9. In 1973, Gygax and Don Kaye co-founded the company that would become TSR Hobbies. TSR originally stood for which of the following? Tactical Studies Rules, The Sims Resource, or Texas Ski Ranch?
  10. Identify at least one of Gary Gygax’s hobbies from the following list: Hunting, target shooting, war games, gun collecting.

Simple Combination Classes

Here are some rules for adding simple combination classes to old-style D&D and retro clones. (This is what I do in my D&D inspired house campaign with the kids.)  Basically the idea is that players are free to choose to be dual classed, and each combination has its own name and role, and one or more minor special abilities.  Some of the specifics relate to other rules I’ve added like Talents (swiped from Tunnels and Trolls, a Talent is a bonus you get to rolls involving areas that Talent covers).
First off, I’ve added two classes so that there’s a class that uses each Primary attribute.  Obviously you can ignore those and all the combos that involve them if you like.  I also strip Clerics of their fighting and armor-wearing abilities; in my campaign Priests fight like Mages… if you want an armor-wearing, mace-swinging caster of clerical spells you take a Monk or a Paladin, depending on which aspect is more important.

Ranger

  • Primary Stat is Constitution
  • d8 Hit Die
  • Cannot wear armor heavier than Medium Armor
  • Can wield swords, knives, bows, slings, and spears, and thrown weapons
  • Can use shields
  • Save as Fighter
  • Special Talent: Survival at first level (better of two d6)
  • Bonus equal to level on Ability Rolls using Survival Talent.
  • Combat as Cleric
  • Move Silently and Hide in Shadows as a Thief, but only in the wilderness
  • Climb as Thief
  • Animal Companion: have a loyal, trained domestic animal as a companion.

Actor

  • Primary Stat is Charisma, Charisma Bonuses are doubled
  • d4 Hit Die
  • Cannot wear Armor heavier than Light Armor
  • Can wield only Light Weapons
  • Cannot use Shields
  • Special Talent of Acting at 1st level (better of two d6)
  • Save/Ability Bonuses +1/Level Cha
  • Get a bonus equal to Level to Acting Ability Rolls
  • Actors get one additional Talent at 1st level

Combination Classes

Primary/

Secondary

Fighter Mage Priest Thief Ranger Actor
Fighter Magic Knight Paladin Brigand Barbarian Swashbuckler
Mage Wizard Seer Rogue Hermit Witch
Priest Monk Thaumaturge Charlatan Druid Oracle
Thief Assassin Mountebank Cultist Outlaw Spy
Ranger Scout Explorer Shaman Hunter Emissary
Actor Bard Conjurer Evangelist Jester Minstrel

In order to qualify for a Combination Class you must have a minimum score of 9 in each Primary Stat. E.g. a Magic Knight must have at least STR 9 and INT 9.
Combination Classes get:

  • The better of the hit-dice between the two classes
  • The armor restrictions of the Primary
  • The better of the weapon Restrictions
  • At first level, they are treated as being 1st level in both classes at once (e.g. spells/level, special abilities and saving throws).
  • They advance in their Primary class on even levels and their Secondary class on odd levels; they get the better of the Saving rolls.  E.g. A 4th Level Paladin is treated as the better of a 3rd level Fighter and a 2nd Level Priest for saves.  A 6th Level Thaumaturge casts Priestly spells as a 4th level Priest and Mage spells as a 3rd level Mage. Upate: When I first posted this I had the write-up reversed… if you start at 1/1 and advance in the primary faster, the sequence goes: 1/1; 2/1; 2/2; 3/2; 3/3…
  • Some Combinations have special abilities of their own

Fighter Primary

Magic Knight (Fighter/Mage)

Magic Knights are fighters who employ magic to aid them in war.

  • Magic Knights may cast spells even with weapons in their hands
  • Magic Knights have the ability to enchant their arms and armor. Starting at 1st level, whatever weapons and armor they have count as enchanted. Every third level (rounded down) they get a bonus of +1/+1 to their arms and armor. This bonus doesn’t stack with other pluses on the weapons.

Paladin (Fighter/Priest)

Paladins are holy champions of their God.

  • Save as the better of a Fighter or a Priest of their full level
  • May choose one first level spell that they can cast as a permanent ability: once per day per Priest level, requires no preparation (i.e. does not occupy a “slot”).

Brigand (Fighter/Thief)

Brigands are highwayman, ambushing travelers and using their skills to elude pursuit (or to open such locked strongboxes that the travelers might have).

  • Hide in Shadows as a Thief of their full level

Barbarian (Fighter/Ranger)

Barbarians are warriors from uncivilized lands, where the ability to survive in the wilderness is almost as important as the ability to swing a sword.

  • May choose one of the following abilities:
    • Hardihood: add Con bonus to HP at first level. Each new Hit Die roll twice and take the better.
    • Rage: once per day per level gain +Con bonus damage for the duration of a fight, then take Con bonus in fatigue damage when the fight ends.
    • Animal Companion: may choose an exotic, but non-magical, animal companion such as a wolf or an eagle.

Swashbuckler (Fighter/Actor)

Swashbucklers are flamboyant fighters who use their Charisma and sense of drama to aid them in fighting and leading troops.

  • May use the better of their Charisma bonus or Dex bonus in hand-to-hand combat
  • Use their Acting bonus on Leadership and Morale rolls

Mage Primary

Wizards (Mage/Fighter)

Wizards are adventuring Mages that specialize in combat-oriented magic, and learn to use arms to supplement their magical power.

  • Wizards may cast spells while holding weapons.

Seer (Mage/Priest)

Seers are Mages who probe the secrets of the universe in the furtherance of the cause of their God.

  • Cast Divination or Information spells as a Mage or Priest of their full level.

Rogue (Mage/Thief)

Rogues are Rogue Mages who will stoop to theft, deception, and perhaps even assassination in their quest for magical power.

  • Can cast spells they are at least 1 level higher than the minimum required to cast with their hands full. (So a Rogue can start casting 1st level spells without gesturing at 2nd level, but needs to be 5th level to cast 2nd level spells hands-free.)
  • Can cast spells they are at least 3 levels higher than the minimum without speaking.

Hermit (Mage/Ranger)

Hermits are Mages who live in the wilderness so as not to be distracted by civilization in the pursuit of their magical research. Hermits are much more concerned with the why of magic than the how.

  • Research all their own spells: do not have to pay Wizard’s Guild for new spells, instead spend one quarter the normal cost of research in gold to acquire ingredients and books (often by hiring adventurers).
  • Animal Companion: can have a magical animal companion, as the Familiar spell without taking that spell, or an ordinary domestic animal companion as per Ranger.

Witch (Mage/Actor)

Witches are Mages who employ the skills of Acting to help accomplish their goals, it’s all part of Headology, you see.

  • Witches may add their Acting Talent to the difficulty of any Saving Rolls targets have to make to spells involving Headology (roughly illusion, mind control, charm).

Priest Primary

Monks (Priest/Fighter)

Monks are holy men who have trained in the arts of war.

  • Monks may wear Light Armor (despite their Primary class being restricted to Cloth Armor).
  • Monks may choose one weapon (subject to restrictions that their god might impose) with which they fight as if Fighter was their Primary class (i.e. bonuses to combat one level early).

Thaumaturge (Priest/Mage)

Thaumaturges (literally miracle-workers) use their Magic and Prayer to the greater glory of their Gods.

  • Save as the better of a Priest or Mage of their full level

Charlatan (Priest/Thief)

Charlatans are priests, who steal by preying upon people’s religious sensibilities. They are actually genuine priests, but not of the God they profess to serve. Their real God is a secret God, who approves of their duplicity (whether for evil purposes or just as a trickster). So as to avoid retribution, the god they pretend to worship is one who is either forgotten or better yet, doesn’t actually exist. Since there are a myriad of Gods, they are seldom caught out just for this.

  • Resist attempts to detect lies, even magical ones, as the better of a Thief or a Priest of their full level.

Druid (Priest/Ranger)

Druids are priests of the forest and wild lands.

  • Cast spells related to nature as a Priest of their full level.
  • Can speak the languages of the animals native to the region.
  • Animal Companion: can have an exotic or magical animal as an animal companion (as the Familiar spell).

Oracle (Priest/Actor)

Oracles are Priests who use the talents of Acting to impress their followers and give weight and import to the dictates of their gods. Unlike Evangelists they are not concerned with spreading the faith (“putting butts in the seats”) as much as they are in making sure that their God’s will is carried out, which means making certain specific people (not necessarily even followers) believe that it’s important to carry it out.

  • Bonus equal to their Wisdom Bonus to Ability Rolls to persuade or impress someone with a pronouncement by the god (this is in addition to the bonus for Acting)
  • Cast spells of Divination as a Priest of their full level.

Thief Primary

Assassins (Thief/Fighter)

Assassins are Thieves who specialize in killing people quickly and silently.

  • Sneak Attack as a Thief of their full level

Mountebank (Thief/Mage)

Mountebanks are Thieves who use magic to aid in their quest for riches. Most times, that entails using deception to appear to be more powerful Mages than they are, so that they can secure funds from the gullible for further magical research. Mountebanks often pose as Alchemists, and trick rulers into thinking they can change lead into gold or some such, and are merely in need of funds to scale up the process, or as Healers selling elixirs to the crowds.

  • Mountebanks can cast spells while their hands are full, and without speaking.

Cultist (Thief/Priest)

Cultists worship forbidden gods. While their primary class is Priest, they use the stealth and deceptive abilities of their secondary class to conceal the nature of their worship and carry out the forbidden designs of their gods. Unlike Charlatans they may not appear to be Priests at all, though if they are openly Priests then they too will pretend to serve a non-existent God. Cultists aren’t necessarily Evil: in Evil lands, a Cultist may be a secret worshiper of a Good deity.

  • Resist attempts to detect lies, even magical ones, as the better of a Thief or a Priest of their full level.

Outlaw (Thief/Ranger)

Robin Hood.

  • Hide in Shadows as a Thief of their full level.
  • Sneak Attack as a Thief of their full level when using a missile weapon.

Spy (Thief/Actor)

Spies gather information and carry out espionage for their patrons, employing Acting to deceive and disguise.

  • Bonus to lie or deceive (but not perform) as an Actor of their full level.
  • Hide in Shadows, Move Silently and Pick Locks as a Thief of their full level.

Ranger Primary

Scout (Ranger/Fighter)

Scouts are woodsmen who are trained in combat and serve as lookouts and advance forces for the military, penetrating deep into hostile territory, or keeping watch for trouble in the wilderness.

  • Sneak attack as a Thief equivalent to Ranger level (e.g. 5th Level  Scout Sneak attacks as a 3rd level Thief), only in the wilderness.
  • Hide in Shadows as a Thief of their full level, only in wilderness.

Explorer (Ranger/Mage)

Explorers seek to explore and understand the world, and use magic to further their explorations. They have a strong preference for spells of transportation and clearing the way forward, though they’re not above using combat spells to get themselves out of a tight pinch.

  • Can cast spells related to travel (e.g. Spider Climb, Expeditious Retreat) as a Mage of their full level.

Shaman (Ranger/Priest)

Shaman are woodsman who serve the gods and spirits of the forest, and who often serve as witch-doctors to primitive tribes.

  • Cast spells related to nature as a Priest of their full level

Relic Hunter (Ranger/Thief)

Relic Hunters travel the world seeking out and recovering lost treasures.

  • Relic Hunters Detect and Remove Traps and Pick Locks as Thieves of their full level.

Emissary (Ranger/Actor)

Emissaries are sent on behalf of rulers (and others) on missions of good-will, where the goal is to communicate and persuade. They are hardy travelers, since getting there is often half the battle, and persuasive speakers.

  • Can demand Right of Safe Passage in civilized (and many uncivilized) lands.
  • Bonuses to Diplomacy as an Actor of their full level.

Actor Primary

Bard (Actor/Fighter)

Bards are performers who are trained in combat, and to aid in combat, inspiring troops and signaling on the battlefield with their horns and pipes.

  • Charisma bonuses for morale are applicable within earshot of their instruments on the battlefield.
  • Loyalty and henchmen/hireling rules apply as a Fighter of their full level, but based on their Actor Charisma bonuses.

Conjurer (Actor/Mage)

Conjurers are performers who use magic to entertain the crowds.

  • Cast spells of Illusion as a Mage of their full level.

Evangelist (Actor/Priest)

Evangelists are interesting in getting the good word out there, reaching out to the masses, and attracting followers to their religion (or increasing the devotion of the existing followers if there aren’t competing religions). They’re not above putting on a good show for a good cause.

  • Add half their level (rounded up) to Loyalty rolls.
  • Cast “mass” form of spells as a Priest of their full level.

Jester (Actor/Thief)

Jesters are performers, courtiers and sometimes spies. They enjoy a privileged position of being able to tell the uncomfortable truth, as long as it’s cloaked in a jest. All Jesters employ sleight of hand, subterfuge, and snooping in order to ascertain what is the truth. Most Jesters are simply performers; adventuring Jesters go further and actually serve as collectors of information for their patrons (often, but not always, the person ostensibly employing them).

  • Privileged position: people who openly take any action against a Jester for something said “in jest” become laughingstocks.
  • Jesters can use anything that comes to hand as a weapon with no penalty, from long hours practice with comic props.  Count blunt instruments as a club, edged as a dagger.

Minstrel (Actor/Ranger)

Minstrels are traveling performers.

  • Safe Passage: Minstrels can demand safe passage for themselves, and as long as they take no hostile action they are free to travel where they will.
  • Hospitality: Minstrels are almost always welcome where ever they go, and outside major cities will be put up for free at least for a short while unless the hosts have a very good reason not to, for news and entertainment are hard to come by.

Stonehell: the Joys of Megadungeons

We had a very good session with the kids exploring Stonehell last night, and it was gratifying to see that one of the primary features of a megadungeon that you return to again and again has started to pay off, namely that they are remembering and taking advantage of their knowledge of the places and creatures they’ve run into before. When they killed a wandering giant ferret that attacked them on level one, they headed over to the Kobold marketplace to sell it, figuring the hide must be worth something (and it was). Later on, on the way out of the dungeon, they used their knowledge of the layout to duck out of the way of a group of hunting Neanderthals… the Neanderthals had come close kicking their asses several times before and now they give them a wide berth when they can.

During the session they almost lost a party member to the haunted straight jacket, and unwisely sat down to party with the Piskes whom they mistook for their benevolent relatives the Pixies; they survived that encounter, thanks to a lucky roll by the party cleric in smiting the Piske shaman, but it was a near thing. They also got some interesting magical loot that I threw in, a potion that granted 10 minutes of unkillability (damage taken while the potion is in effect regenerates) and some random magic lollipops (these were licorice, cure poison).

A good time was had by all, and three of the party leveled up (which reminds me I should make a cheat sheet to make that easier next time).

Introducing New Players to D&D via Stonehell

Last night we brought my wife’s college roommate and her two kids, ages 14 and 9, to our Sunday night Bumblers gathering, and introduced them to D&D.  None of them had ever played RPGs before, so I decided that a straight-on dungeon delve was the ticket.  The kids were enthusiastic to try, the mom was at least willing.   We rolled up characters, using my D&Desque homebrew rules, before the game started and they created Hippolyta the Fighter (mom), Dorian the Fighter (14 year-old daughter), and Little Father Muffler (9 year-old son).  My wife Elyssa also rolled a new character, Ranger Joe-Bob.  Yeah, I don’t bother trying to encourage campaign-world compatible names, not for this sort of thing anyway.  Doug and Dan were the only other regulars, what with it being Valentine’s day, and they brought Tomato the Fairy Witch and Hurlon the Dwarven Thief.

For a dungeon, I used Michael Curtis’ Stonehell, the same one I’ve been using with the other set of kids.  (I’m using the free version, though the link it to the more polished and complete version you can purchase from Lulu.) It’s a good beginner’s dungeon with a variety of things to encounter, architectural features, and old-fashioned traps.   I’ve found that I like to beef it up a bit, adding stuff so that almost every room has something interesting to investigate or fight; a lot of the rooms are empty, particularly right around the entrance, presumably so you can more easily tailor it to your taste this way.  There are probably arguments to be made along the lines of naturalism and discouraging too much caution (by making it boring to search exhaustively)  for having a fair bit of empty space, but since it violates the King Kong principle (get to the f*ing monkey), the heck with it… players go into the dungeon to encounter stuff, so let’s have them encounter stuff.

An example: in the Feast Hall I put a niche behind one of the rotting tapestries.  In the niche are a swarm of carnivorous moths; they won’t do any actual damage, but will painfully bite exposed flesh (similar to the bit of a horsefly). They are thickly gathered on a small leather bag that’s been coated with a waxy substance.   After Joe-Bob the ranger found the niche and got badly bitten for his troubles, Father Muffler (the 9-year old boy) came up with the idea of luring the moths away from the bag with the light of his lantern; this worked and they retrieved the bag with no further problems… though they did end up abandoning the lantern; fortunately they had a spare.  In the bag they found a necklace of amber beads, each containing an insect inclusion.  Tomato cast Detect Magic, and found that it was indeed magical, and after some hemming and hawing about whether they should try it out and if so, who should take the risk, Tomato draped it over her(him?)self as a kind of sash.  Nothing bad happened immediately,  and later on in a random encounter with some fire beetles they discovered that it allowed the wearer to control insects.  It also dealt Tomato a 1 HP stinging wound after Tomato had made the beetles fight until there was one left, when Father Muffler smashed the last beetle.  The party speculated that this was some kind of feedback effect.  SPOILER (Doug don’t read): [spoiler name=”Spoiler”]actually, it just deals 1HP sting damage whenever the spell wears off, after one ten-minute turn; otherwise it has no charges or limit on times it can be used[/spoiler].

The new players were a bit confused and tentative at first, but started to get the hang of it as we went along.  I did all the rolling for them (usually I let the players roll for everything except searches and the like where they’re not supposed to know whether they’ve failed or there was nothing to find) and just told them the results.  They had the fairly typical fear that they were “doing it wrong,” but the experienced players really encouraged them to go with the flow.  One thing that I do, which I think helps new players get the hang of the role-playing aspect of it, is encourage them to roll on a random table of motivations: once each for their primary drive and primary aversion.  So, for instance, Father Muffler happened to roll that his primary drive was Religion, and that his aversion was also Religion, so he decided that the was a fanatic about his faith and opposed to other faiths.  Dorian rolled that her primary drive was Knowledge, and her aversion was Danger.  This made for (imo) for a rather interesting character, though I think she was particularly concerned that she wasn’t “playing well” because she was avoiding the fighting that the others were doing (with great enthusiasm on some of their parts.  Elyssa in particular loves hacking away at things as a Fighter).  After the game we all reassured her that as long as she was having fun, playing true to the character’s personality rather than optimally for the party’s goals was playing well.  At least by my group’s standards.  Certainly Doug never lets optimum party strategy or groupthink get in the way of his characters’ outrageous personalities, and as long as he manages to be entertaining about it that’s one of the fun things about playing with Doug.

The evening ended with the poison-gas fish-fountain claiming all three of the new players (everyone had to make a save, they were the only ones who failed).  It was getting late, so we ended there, but we’re going to play again tonight, probably with just the kids and Elyssa…the mom appreciated it as a new experience, but wasn’t as taken with the whole thing.  As they were heading out the door to go visit the museums they have planned for the day, the 9 year-old was busy trying to come up with a name for his next priest…

Chgowiz Quiz

These were the answers I gave:

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I play in three different groups, which meet with varying frequency, one of which has rotating referees, so my answers are somewhat complicated.

1. What are you doing with an original edition/retroclone D&D?

I’m a player in an AD&D+homebrew campaign, and I GM two retroclone-inspired homebrew campaigns, and play in a 3rd edition campaign that’s switching to a homebrew 3e variant.

2. What type of roleplaying game were you playing (or are still playing) before you became interested/involved in an original edition/retroclone?

So I’ve always played in one AD&D campaign, and one 3 campaign

3. If you were playing 3E, why did you decide to investigate/play an original edition game or retroclone?

I still play in a heavily 3e inspired campaign, though I mostly hate the mechanics.

4. If you were playing 4E, why did you decide to investigate/play an original edition game or retroclone?

Don’t play 4e

5. What attracted you to investigate/play an original edition/retroclone D&D?

Always played in one, decided to GM one in honor of Gary Gygax when he died, and decided to continue it w/more homebrew rules.

6. How did you learn about the original editions/retroclones?

The one GM has always had AD&D 1e books, learned about retroclones when searching the web for original edition for Gygax tribute game.

To elaborate a little more:

My friend Mac has always been running an AD&D plus houserules campaign for the past twenty-seven years or so, and I’ve been a player for the past…elevenish?  Russell was a player in the same campaign back in college, though he only gets to play now when he’s visiting.

After Gary Gygax died I wanted to GM an homage game for my other group, which I did (though I used Mentzer’s Basic, so technically not Gary’s actual rules).  I was hoping to turn that game into a “back-up” game for when we didn’t have a quorum of our regular group, something that happens a bit more frequently now that so many of the players have young children.  I wasn’t very satisfied with how it went, mostly because I wasn’t fully back in the mind-set of “rulings not rules.”

I shelved the idea of actually running some kind of retro-clone for a while, but when Mac’s kids started playing D&D we discussed my running a game for them sometimes, because she didn’t want them to develop the bad habit of thinking there was only one way to play D&D based on the way she ran it.  At that point I’d read a lot more of the old school renaissance blogs and thought more about what I liked and disliked about D&D in the old says, so I set out to create house rules that would let me run something along the lines of what Mac was doing (straight ahead dungeon bashing) but that I’d be comfortable with.  I’ve been describing what’s been going on in that game as they explore Amityville Mike’s Stonehell in this blog.

I’ve also started to use that homebrew and setting as the backup game in the regular Rambling Bumblers group.

Hand-waving Dungeon Travel

The party that’s been exploring Stonehell has reached a point where getting back to the yet-unexplored part of the dungeon and then out again is taking too much of the play-session, at least if I roll for wandering monsters as they travel and restock the likely places like the Orc’s guard-post.  In the old days, we used to freeze time in-between sessions… the party wouldn’t overnight in the dungeon, but we’d break in the middle of things and resume there next time.  This was pretty much a necessity when you were squeezing a few minutes play in at lunch-time or in study hall, but it carried over into our Friday night games as well.

I’m a little reluctant to go that route with the current game, preferring the party to start and end outside the dungeon–both because the line-up of characters changes when one kid or the other has a sleep-over or Elyssa is away performing or something, and because even if we froze, so far every session at least one character has been knocked around enough to require rest and recuperation even if nobody except Revenge has been injured  beyond the ability of one of Horatia’s miracles to revive.  So I’m considering just hand-waving their entrances and exits unless they’ve got monsters in hot pursuit.  For one thing, now that most of them are second level and considering the damage they’ve caused, the number of times the Orcs’ morale checks have sent them fleeing, and the psychological warfare they’ve been employing (they’ve actually taken the time to gut many of the Orcs they’ve killed in order to reinforce the impression that Horatia’s god regularly does this to their opponents)  it would be fairly easy to justify the Orcs starting to give them a wide berth.

If you run dungeoneering expeditions, how do you handle this?  Do you let parties camp overnight in the dungeon?  Do you make sure there are shortcuts so they don’t have to traverse lots of explored areas?  Or do you just do what I’m contemplating and say, ok, twenty minutes later you’re back at the closed portcullis…what do you do now?

Exploring the Contested Corridors

Friday we had a good long session of the game with the kids, where they explored more of Amityville Mike’s Stonehell dungeon, in particular the 1C section: The Contested Corridors.  The game continues to go well, and much enjoyment is being had by all.  There was one more character death this time, Grace’s character Horatia, but a succesful dying prayer (natural 20) restored the character to life in a spectacular fashion, though much in need of rest and recuperation.  The party continues to be more and more impressed with Horatia’s make-believe god Horatio, which Grace plays to the hilt.  It will be interesting to see if they ever do figure out that the god she claims to be worshipping isn’t the one she’s actually devoted to.

They also leveled up, all except Charlie’s new character (replacing the deceased Revenge) and Elyssa’s new-to-the-campaign fighter, Biff.  Mostly that involved getting another dice worth of Stamina points, since nobody opted for trying to increase any stats, and choosing a new Talent, plus selecting new spells for the Mages.   I’ve replaced the specific effects of spells  like Magic Missile, Burning Hands, and Shocking Grasp with more generalized versions where when you learn the spell you pick the element (from a list of available elements) along the lines of Trappings in Savage Worlds.   Mac’s Rogue (Thief/Mage) decided to specialize in Electrical magic, in return for the vague promise of future benefits for having done so;  Tommy’s Mage decided to branch out, so he can now cast either the Ice or Poison versions of the two elemental spells he knows: dart and fan.

I had hoped to spend some time RPing the interaction with the Adventurer’s Guild and with Rowena the Healer, an NPC they just met and daughter of Contus the boat-man, who ferries them to the island with the dungeon as needed. But the kids were getting a little antsy, and needed some good hack-time.  One of the things I’ve found about GMing Stonehell is that there are really more empty rooms than the kids will put up with.  Part of that is Mike leaving plenty of space for GMs to insert their own stuff, and part that there’s a certain logic to not having everything cheek-by-jowl to everything else,  but I’ve been sliding more and more towards having something to do or think about in every room.   Some of the time I’m just shifting the location of a random encounter so that it’s either  in the room or comes upon them while they’re checking it out, but I’m also starting to just wing extra stuff, like the giant crab pretending to be a table, or the secret compartment beneath the broken statue containing a copper bracelet that grants immunity to the lightning that the trapped suits of armor cast.  I’ll be interested to see what they do with that, once they figure it out.

The orcs continue to be a source of great amusement; making them comically stupid has worked out really well.  The highlight of the session was when Tommy (the youngest) managed to fool a big crowd of orcs who were attracted by the sounds of them fighting the giant crab by shouting through the door in orcish “They went the other way!”  It’ll also be fun when they meet the bogeys (shemped goblins) and find out that not all monsters are that gullible.

One thing they’re not very good about is running away when the odds aren’t good.  So far, it’s worked out ok for them, but so far they’ve been quite lucky with some of Horatia’s miracles.  On the other hand, at least one of the miracles wouldn’t have been necessary if they hadn’t been really unlucky with one of the orc’s damage rolls. I’m wondering if I should tweak the rules for extra damage hits slightly; I had thought that I made really bad hits rare enough, but now I’m not sure.

Names and Language in Nonesuch

Anything the players want.  That’s what they do anyway, and I know from bitter experience that once I start in on listing appropriate names for cultures and races it’s just a short step to a naming language and then a full-blown death spiral into conlangs.  So Umbry, Auxi-lock, Revenge, Expendable 1401, Tomato, Hermia/Horatia, Caboose, Hurlon, Poden Persas, welcome to the Land of Nonesuch!  Hope you survive the experience!

Well, except for you Revenge, better luck next life.

One thing I haven’t really settled is how many languages there are and how many the characters know.  Originally I was allowing each character one extra language per INT bonus, so pretty much all the characters had one or none. Everybody in the kids’ game wanted Orc, because that was the first group of humanoid monsters they ran into, and they were fun to talk to.  Now I’m thinking that will be kind of dull when they run into other monsters, unless they speak common, and I’m also wondering if I’m taking too American a view of foreign languages.  In a setting where you’re exposed to them regularly, it probably shouldn’t be so hard to pick them up.  Maybe one extra spoken language per point of Int over 9, and one dead language per Int Bonus?  It would be something to do with Int for non-Mages, given the system doesn’t really emphasize skills.  And I want characters to be talking to the monsters, even the hostile ones, because that’s where the RP is.

Thoughts and suggestions?  How do you handle it in your games?